Roblox Demon slayer inspired RPG and combat system, game has:
Polished combat
Demon NPC's
Multiple Breathing Styles
Multiple Blood Demon arts
Progression (you can level up your breathing styles + other statistics by training)
THE ANIMATIONS MUST BE ADDED FOR THE GAME TO WORK
Polished combat
Demon NPC's
Multiple Breathing Styles
Multiple Blood Demon arts
Progression (you can level up your breathing styles + other statistics by training)
THE ANIMATIONS MUST BE ADDED FOR THE GAME TO WORK
Latest reviews
- Mountain1857
- 5.00 star(s)
- Version: v1.3
— Honest Review
**Current rating as a raw template:** **6.5 / 10**
**Current rating as a foundation with cleanup:** **8 / 10 potential**
This already has the bones of a serious anime combat RPG template. It is not a simple starter kit. It has combat, parry, blocking, perfect dodge, executions, quests, blood/regen systems, breathing/blood art logic, rank progression, dialogue, custom inventory, quest arrows, loading screens, camera shake, transitions, weather/effects, and multiple UI systems. That is a lot.
But right now, it feels like a powerful system that has been built from several different bases and stitched together over time. The biggest issue is not lack of features. The biggest issue is consistency, cleanup, and reliability.
## What This system does well...
The combat foundation is the strongest part. You already have a decent battleground-style structure with M1s, knockback, parry, block, evasive, perfect dodge, aerial, uppercut, downslam, hit stop, hit detection, camera shake, skill cooldowns, weapon configs, and status attributes. That gives the template a real game feel instead of just being a menu demo.
The race/stat structure also has a good direction. Humans using breath and demons using blood is a strong identity split. The blood damage and demon regeneration system is one of the better ideas in the template because it gives demon combat more depth than just “higher HP regen.”
The quest system has potential too. The demon quest spawner, night-only quest logic, quest arrow, quest UI, reward module, and crow mission system all point toward a proper RPG loop. Player joins, gets class/race, trains, gets quests, fights enemies, levels up, unlocks more power. That is the right direction.
Visually, the template also has flair. The camera shake, hit effects, transition UI, skill cast UI, item drop animation, dialogue typing, highlights, and particles make it feel more premium than a bare-bones combat kit.
## Main problems holding it back
The biggest problem is **system inconsistency**. Some scripts read from:
`ReplicatedStorage.DataFolder`
while others read from:
`ReplicatedStorage.Main.PlayerData`
and others check:
`ServerStorage.DataFolder`
That is dangerous. A template needs one clear source of truth. Right now, some systems may work alone but break when combined because they are not all looking at the same player data.
The second major issue is **path inconsistency**. Some modules use:
`ServerScriptService.Main.Scripts.Modules`
while others use:
`ServerScriptService.Main.Modules`
That can cause random require failures depending on where the script is placed. This is probably one of the reasons some features seem like they should work but silently fail.
The third issue is **too much duplicate logic**. `ActionCheck` appears in many combat scripts with slightly different rules. That means if you fix blocking, stun, parry, or swing rules in one script, another script can still behave wrong. This should become one shared module, something like:
`CombatStateService.CanAct(Character, "Swing")`
That would instantly make the whole combat system easier to maintain.
The fourth issue is **data reset/class reselect logic is not clean yet**. From Something I said Earlier, even with API/data turned off, I still could not rechoose class, Outside of the Wipe Block. That means the class lock is likely not only coming from DataStore. It may also be coming from replicated values, character attributes, GUI state, or a value like `Race`, `Gender`, `FirstName`, `StageType`, `BloodArt`, `Breathing`, or `CharacterCreated` staying set during the session. The template needs a proper “new character / wipe / reselect class” flow as a Backup in my opinion outside of the Wipe Block.
The fifth issue is **client/server security**. A few remotes trust the client too much. For example, action remotes accept client-sent action data and then require modules from it. You do check whether modules exist, which helps, but the server still needs stronger validation: cooldowns, current weapon, race, class, stun state, distance, skill ownership, stamina/blood cost, and whether the player actually unlocked the move.
## Specific red flags I noticed
The loading screen tries to preload `ServerScriptService` and `ServerStorage` descendants from the client. The client cannot properly access those services the same way the server can, so that loading system is likely unreliable. Also, the `Assets` table is made of nested arrays, which can cause preload issues.
`GiveStat` uses `ReplicatedStorage.Main.PlayerData`, while most of the rest of your game uses `ReplicatedStorage.DataFolder`. That module may simply fail depending on your current structure.
Some scripts use `char:GetAttribute("Stun")`, others check for a child named `"Stunned"`, others create folders like `"Swing"`, while others set attributes like `"Swing" = tick()`. That mixed system can work, but it becomes very easy for combat states to desync.
Some scripts use old deprecated patterns like `connect`, `p.userId`, `wait`, and `SetPartCollisionGroup`. They may still work, but a polished template should modernize them.
There are also signs of mixed template leftovers: Demon Slayer terms, Tokyo Ghoul/Kagune/Quinque systems, vampire systems, cursed weapons, TopbarPlus, SmartBone, Emitter2D, BayaShiftlock and several different UI frameworks. That is not automatically bad, but right now it makes This feel like a hybrid pack instead of one unified game template.
## Best part of the template
The best part is the **combat identity**.
This has the potential to feel like an anime RPG battleground with real progression. The combat is already layered enough to be satisfying if polished: M1 pressure, parry timing, perfect dodge, blood/breath resource management, skills, executions, quest enemies, and ranks.
That is the heart of the template. Everything else should support that.
## Weakest part of the template
The weakest part is **architecture**.
Not because the scripts are worthless, but because there is no clean master structure yet. A proper template needs clearly separated systems:
`DataService`
`CombatService`
`StateService`
`QuestService`
`SkillService`
`RaceService`
`ClassSelectionService`
`NPCService`
`UIController`
`EffectReplicator`
Right now, many scripts are doing their own version of these jobs.
## What I would fix first
First, I would unify the data path. Everything should use one folder:
`ReplicatedStorage.DataFolder`
or a server-side profile cache with replicated safe values. No mixed `Main.PlayerData`, no `ServerStorage.DataFolder` unless intentionally server-only.
Second, I would create one shared `ActionCheck` module and delete the copied versions from M1, downslam, uppercut, aerial, block, dash, parry, and skills.
Third, I would clean the character/class creation flow. Add values like:
`CharacterCreated`
`ClassChosen`
`Race`
`Breathing`
`BloodArt`
`WipeToken`
Then make a server-authoritative reset function that truly resets the player and reopens the class GUI.
Fourth, I would harden remotes. The client should request actions, but the server should decide if the action is legal.
Fifth, I would remove unused or broken systems from the base template and put them into optional folders. For example, Kagune/Quinque should not be mixed into the core combat unless this is intentionally a multi-anime fusion game.
## Final honest verdict
This is **not trash**. It is actually much stronger than a basic Roblox anime template. The amount of work already inside it is serious.
But it is also **not clean enough yet to be called a finished premium template**. It is more like a powerful alpha framework with several strong systems and some unstable connections.
The template’s biggest strength is **feature depth**.
The template’s biggest weakness is **organization**.
The next major upgrade should not be more features. It should be a stabilization pass.
My genuine review:
This has real potential, but it needs a “core systems cleanup” before adding more content. The combat has personality, the RPG loop is forming, and the visuals have style. But the mixed paths, duplicate state logic, inconsistent data folders, and partially stitched systems are currently holding it back from feeling professional. Clean the backbone, and this can become a very strong anime RPG/battleground template.
Id Love to be in contact with you to discuss everything about the game. My Discord is Shady__Shadow
**Current rating as a raw template:** **6.5 / 10**
**Current rating as a foundation with cleanup:** **8 / 10 potential**
This already has the bones of a serious anime combat RPG template. It is not a simple starter kit. It has combat, parry, blocking, perfect dodge, executions, quests, blood/regen systems, breathing/blood art logic, rank progression, dialogue, custom inventory, quest arrows, loading screens, camera shake, transitions, weather/effects, and multiple UI systems. That is a lot.
But right now, it feels like a powerful system that has been built from several different bases and stitched together over time. The biggest issue is not lack of features. The biggest issue is consistency, cleanup, and reliability.
## What This system does well...
The combat foundation is the strongest part. You already have a decent battleground-style structure with M1s, knockback, parry, block, evasive, perfect dodge, aerial, uppercut, downslam, hit stop, hit detection, camera shake, skill cooldowns, weapon configs, and status attributes. That gives the template a real game feel instead of just being a menu demo.
The race/stat structure also has a good direction. Humans using breath and demons using blood is a strong identity split. The blood damage and demon regeneration system is one of the better ideas in the template because it gives demon combat more depth than just “higher HP regen.”
The quest system has potential too. The demon quest spawner, night-only quest logic, quest arrow, quest UI, reward module, and crow mission system all point toward a proper RPG loop. Player joins, gets class/race, trains, gets quests, fights enemies, levels up, unlocks more power. That is the right direction.
Visually, the template also has flair. The camera shake, hit effects, transition UI, skill cast UI, item drop animation, dialogue typing, highlights, and particles make it feel more premium than a bare-bones combat kit.
## Main problems holding it back
The biggest problem is **system inconsistency**. Some scripts read from:
`ReplicatedStorage.DataFolder`
while others read from:
`ReplicatedStorage.Main.PlayerData`
and others check:
`ServerStorage.DataFolder`
That is dangerous. A template needs one clear source of truth. Right now, some systems may work alone but break when combined because they are not all looking at the same player data.
The second major issue is **path inconsistency**. Some modules use:
`ServerScriptService.Main.Scripts.Modules`
while others use:
`ServerScriptService.Main.Modules`
That can cause random require failures depending on where the script is placed. This is probably one of the reasons some features seem like they should work but silently fail.
The third issue is **too much duplicate logic**. `ActionCheck` appears in many combat scripts with slightly different rules. That means if you fix blocking, stun, parry, or swing rules in one script, another script can still behave wrong. This should become one shared module, something like:
`CombatStateService.CanAct(Character, "Swing")`
That would instantly make the whole combat system easier to maintain.
The fourth issue is **data reset/class reselect logic is not clean yet**. From Something I said Earlier, even with API/data turned off, I still could not rechoose class, Outside of the Wipe Block. That means the class lock is likely not only coming from DataStore. It may also be coming from replicated values, character attributes, GUI state, or a value like `Race`, `Gender`, `FirstName`, `StageType`, `BloodArt`, `Breathing`, or `CharacterCreated` staying set during the session. The template needs a proper “new character / wipe / reselect class” flow as a Backup in my opinion outside of the Wipe Block.
The fifth issue is **client/server security**. A few remotes trust the client too much. For example, action remotes accept client-sent action data and then require modules from it. You do check whether modules exist, which helps, but the server still needs stronger validation: cooldowns, current weapon, race, class, stun state, distance, skill ownership, stamina/blood cost, and whether the player actually unlocked the move.
## Specific red flags I noticed
The loading screen tries to preload `ServerScriptService` and `ServerStorage` descendants from the client. The client cannot properly access those services the same way the server can, so that loading system is likely unreliable. Also, the `Assets` table is made of nested arrays, which can cause preload issues.
`GiveStat` uses `ReplicatedStorage.Main.PlayerData`, while most of the rest of your game uses `ReplicatedStorage.DataFolder`. That module may simply fail depending on your current structure.
Some scripts use `char:GetAttribute("Stun")`, others check for a child named `"Stunned"`, others create folders like `"Swing"`, while others set attributes like `"Swing" = tick()`. That mixed system can work, but it becomes very easy for combat states to desync.
Some scripts use old deprecated patterns like `connect`, `p.userId`, `wait`, and `SetPartCollisionGroup`. They may still work, but a polished template should modernize them.
There are also signs of mixed template leftovers: Demon Slayer terms, Tokyo Ghoul/Kagune/Quinque systems, vampire systems, cursed weapons, TopbarPlus, SmartBone, Emitter2D, BayaShiftlock and several different UI frameworks. That is not automatically bad, but right now it makes This feel like a hybrid pack instead of one unified game template.
## Best part of the template
The best part is the **combat identity**.
This has the potential to feel like an anime RPG battleground with real progression. The combat is already layered enough to be satisfying if polished: M1 pressure, parry timing, perfect dodge, blood/breath resource management, skills, executions, quest enemies, and ranks.
That is the heart of the template. Everything else should support that.
## Weakest part of the template
The weakest part is **architecture**.
Not because the scripts are worthless, but because there is no clean master structure yet. A proper template needs clearly separated systems:
`DataService`
`CombatService`
`StateService`
`QuestService`
`SkillService`
`RaceService`
`ClassSelectionService`
`NPCService`
`UIController`
`EffectReplicator`
Right now, many scripts are doing their own version of these jobs.
## What I would fix first
First, I would unify the data path. Everything should use one folder:
`ReplicatedStorage.DataFolder`
or a server-side profile cache with replicated safe values. No mixed `Main.PlayerData`, no `ServerStorage.DataFolder` unless intentionally server-only.
Second, I would create one shared `ActionCheck` module and delete the copied versions from M1, downslam, uppercut, aerial, block, dash, parry, and skills.
Third, I would clean the character/class creation flow. Add values like:
`CharacterCreated`
`ClassChosen`
`Race`
`Breathing`
`BloodArt`
`WipeToken`
Then make a server-authoritative reset function that truly resets the player and reopens the class GUI.
Fourth, I would harden remotes. The client should request actions, but the server should decide if the action is legal.
Fifth, I would remove unused or broken systems from the base template and put them into optional folders. For example, Kagune/Quinque should not be mixed into the core combat unless this is intentionally a multi-anime fusion game.
## Final honest verdict
This is **not trash**. It is actually much stronger than a basic Roblox anime template. The amount of work already inside it is serious.
But it is also **not clean enough yet to be called a finished premium template**. It is more like a powerful alpha framework with several strong systems and some unstable connections.
The template’s biggest strength is **feature depth**.
The template’s biggest weakness is **organization**.
The next major upgrade should not be more features. It should be a stabilization pass.
My genuine review:
This has real potential, but it needs a “core systems cleanup” before adding more content. The combat has personality, the RPG loop is forming, and the visuals have style. But the mixed paths, duplicate state logic, inconsistent data folders, and partially stitched systems are currently holding it back from feeling professional. Clean the backbone, and this can become a very strong anime RPG/battleground template.
Id Love to be in contact with you to discuss everything about the game. My Discord is Shady__Shadow
Yuki_TheRookie
wow thank you for taking your time to write this review lol, i willl use this as base to make my next systems better! :3
- itsjones
- 5.00 star(s)
- Version: v1.4
Changed my review because the user listened to feedback and actually fixed the issues.
Yuki_TheRookie
hey, sorry for the difficulties you had with the system, since you dont know how to use a reuploader or how to use private animations i have posted a version with the animations all sorted inside a animation dummy, which you can then upload easily :3
- nemiir
- 4.00 star(s)
- Version: v1.2
hello the skin aniamtion aren't working, and therefore neither are the breathing effects, even though I've enabled the APIs and HTTP
Yuki_TheRookie
hii, you have to reupload the animations!
use something like bacfr's asset reuploader
use something like bacfr's asset reuploader
- jrelly
- 5.00 star(s)
- Version: v1.2
Could you put Adonis system and add some commands like :Breath username ...
:race username...
:bda username...
:Clan username...
Okay so i made the command and realize the sun and moon breathing dosent work along side maybe mist? idk i haven't check mist yet
:race username...
:bda username...
:Clan username...
Okay so i made the command and realize the sun and moon breathing dosent work along side maybe mist? idk i haven't check mist yet
Yuki_TheRookie
thank you for the review!
- Akirito
- 3.00 star(s)
- Version: v1.0
The system is really good overall and you can tell a lot of work was put into it. I really liked the breathing styles and the demon techniques, and the level and quest systems are also very well done.
However, I noticed an important issue: most of the abilities are not working properly, which ends up affecting the overall experience.
I also noticed that animations are not included, even though they are essential for the system to fully work.
If you could fix the broken abilities and review that part, the system has the potential to be excellent. Overall, the quality is very good — it just needs these fixes to be complete.
However, I noticed an important issue: most of the abilities are not working properly, which ends up affecting the overall experience.
I also noticed that animations are not included, even though they are essential for the system to fully work.
If you could fix the broken abilities and review that part, the system has the potential to be excellent. Overall, the quality is very good — it just needs these fixes to be complete.
Yuki_TheRookie
i can fix the skills next update, thank you for the review!
