Ayura Crisis is a well-designed idea that's lacking in execution. A simultaneously fun beat 'em up combined with tons of H-game fetish and kinky content. The latter certainly was done very well and the former has a good foundation but falls off when it is actually being built.
Art: certainly very underdeveloped. The larger pixel animations are great but the smaller ones are a little underwhelming to me when I have seen Eris Dysnomia's improved artstyle, though it is very understandable given the amount of sprites they needed to make for this game. Still, there's a lot of inconsistent edges and shadings that really makes everyone looks a bit off, like they're coming from different games into one very messed up hot pot.
Music: It's Dova Syndrome. Boi oh boi do I love Dova Syndrome. Though I have to say the music choice is a little less interesting compared to other games (yknow, Japanese indie games love using free assets and all). Overall just OK.
UI and Navigation: a little finnicky considering the engine this game was built on. The classic "menu is you hitting the button literally" and the fact that you have to open the menu again after you use a consumable, pretty inconvenient. And the gallery also has some UI problems in it too like how I have to navigate into an empty slot to stop an animation preview from constantly playing. This part lacks some very needed quality of life changes.
Gameplay: cooked pretty well... on the outside. The inside is very raw, you can say that.
- Combat: you have two movesets, essentially. The normal and overdrive mode. When you're normal, you build up MP and whenever you like to, you can spend MP to enter Overdrive. It's best to use 100MP at once for a maximum duration because they are gone very fast if you use it below.
Your normal moveset is very well designed. You have a good amount of choices in terms of combo strings and situations to apply them to. To cancel attacks into each other, you use a blue bar that increases as you level up. The bar's dynamic is great as it allows you to open up more combo routes as you play. My complaint would be that there isn't a lot of attacks to choose from, there's just a decent amount of thoughts you must put into when choosing your combos for the situations.
Your overdrive moveset on the other hand is... very boring and finnicky. You have even less attack choices and each of them is not very fun to put to use. Neutral attack is you hopping forward a little before doing a series of slashes, but you are stuck doing all of those slashes until you can move again. Forward attack lets you go behind the enemy but you will just miss them and have to go back the other way again. Down attack is an uppercut that lets you launch the enemy, but it puts you in the air so you can only combo with air attack, which is a lunging downwards attack that you really don't have a lot of ways to combo into or even using it raw. Your best bet with these are to just corner an enemy then spam the attacks over and over, not a lot of "combo" or brain power being used here. The most brain power you have to use is to decide whether you want to end overdrive right now to heal your health or keep going until they're dead, as well as knowing when to run away so that when overdrive ends, you don't instantly being pushed around by the enemy because your endlag is MASSIVE.
Your overall fighting is simultaneously very rewarding, very punishing and very unrewarding at the same time. Some of your normal attacks are too punishing when you're out of blue bar and missing an attack in overdrive isn't the end of the world, you just miss the enemy completely so now you have to stop pressing buttons to position yourself again.
- Enemy: suffers one of the problems bad beat 'em ups have: can't escape for shit. Your enemies are plenty and since you have no way to instantly escape them (like if you can just spend MP to burst out and start counter attacking cough erisdysnomia cough), you'd have to eat a juggle combo of enemies on two ways keep punching you and bouncing you around like Pinball 3D. Of course, you can just... not get hit but that's a luxury you can't always ask, especially when overdrive end's animation is slow as hell. You can also intentionally enter an H-scenes to wait for all the enemies to do their attacks then escape and then run away but that doesn't always work and it's just more passive than having a way to burst out. Otherwise, they're really uninteresting because that's how beat 'em up rolls.
- Buffs: you gain some buffs when an enemy is killed, but they really don't play too much role. You can still defeat bosses without them and they're really only there for endless mode after you've beaten the game.
- Bosses: interesting for one, annoying as hell and cheesy for others. My favourite is easily the 3rd boss, with fair attacks that needs you to use slide kick to dodge and position yourself as well as giving a fair amount of time to react to its attacks. The rest can go to hell. The first boss has an unreactable flower spinning move, the second spews stupid breaths that I can hardly dodge, the 4th spams minions and has thick as hell armor so I have to jump on the ring and spam overdrive attacks to get rid of the shield. The 5th boss gets a special middle finger from me. Why is her backdash attack unreactable, deals half of your health in one swing and can't be low kick'ed under, and then phase two hits and a similar attack pops up where she jumps into you instead, still unreactable. Very bs and unfun boss. One of my main criticism for all of the bosses is definitely the fact that shields are blown through by numbers of hits, not damage. This makes the normal mode's uppercut the only good way to delete shield when overdrive attacks are mega laggy and other normal attacks only hits once or twice.
- Difficulty: one of my least liked way of adding in difficulty is just changing everyone's stats. That's what this game did and it's very very unfun that everyone kills you in two hits on harder difficulty. Something different like attack changes, more debuffs from being horny, new attacks and such but nope, just one touch and you get juggled to death, nothing new.
The gameplay is definitely built on a good foundation but then it's just annoying after a while. Entering overdrive gave me less of that dominance feeling I usually get from other beat 'em ups and it's pretty damn disappointing. They certainly have improved the combat in the later entry, but this one remains not very good.
H-content: here's the good part. There's a ton of H-content in this game, with them mostly being degradation fetishes. Not super into it personally but I know lot of ya'll mad loving these, and I can see that. The pixel arts, though restricted in some places, are very well made and the situations are very kinky indeed. There's some "sex achievements" as I like to call them that tells you how much of a slut you have become and 'ey that's pretty creative. There's a good variety of sex debuffs and it could satisfy a lot H-content lovers. This part is easily the best part of the game and I think you should enjoy it the most when you get this game. There's also some hidden interactions when you have certain debuffs before entering certain H-scenes and boi are they pretty good.
Misc.: love the subtle fighting game references in the bonus room. Genocide Cutter, 2HS, etc.
Conclusion: it's great as an H-game, not so much as a game. I recommend playing on Normal or Easy and then getting all the scenes cuz Hard and Hell isn't really that appetizing, even for a hardcore player like me. You'd mostly be here trying to get all the kinks down and whatnot, not so much about grinding down that thing's health before you do one wrong move and boom, death. It's solid for what it is, 7.5/10.