A beat-em-up with RPG elements in the vein of Shadow Over Mystara, but with more character customization, and an emphasis on simplicity and balance compared to most action RPG's. For example, there are no separate resistances to fire, lightning, ice, etc. damage (so that players can't blow through, say, the fire dungeon just because they have a high resistance to fire), or defense stats. Only upgrades to maximum health. Defense and health both pretty much do the same thing anyway (increase the number of hits you can take before dying), so there's no need to have both.
Berserker - The all-out melee, dual wielding, unstoppable beast. Has a rapid flurry type attack that can be done after the basic combo by mashing the attack button. Regains energy for special moves by attacking enemies. Everyone else, except the crusader, slowly regenerates energy instead.
Rage - boost that increases his attack power and speed while draining away energy while it's active
Rampage - runs while flailing his weapons at anything in his path
Cleave - simultaneously swings both weapons in a wide, horizontal arc, knocking down enemies who are hit.
Tremor - slams his weapons on the ground in front of him, knocking down nearby enemies. Massive damage is done to any enemy who is hit by the weapons themselves, but no damage is done to enemies otherwise.
Chaos Knight - A knight who combines elemental magic with sword skill. Moves include
Enchant - enchants his sword with fire (most damaging), lightning (increases attack speed and slightly increases damage), or ice (slightly increases damage and makes combos and special moves freeze or slow down enemies),
Wave Slash - a horizontal, long-reaching, powerful energy slash.
Energy Pillar - slams his sword into the ground, creating a pillar of energy that damages any adjacent enemies. Can be done in air.
Energy Trap - defensive backwards jump that leaves a damaging trap in his original spot.
Block - raises a shield to reduce damage from attacks from in front. Does not use energy.
Air Dash - dashes in a straight line while in mid air. Does not use energy.
Crusader - Holy knight who smites enemies for great justice. Attacking enemies restores MP, but MP does not regenerate on its own (this is to prevent running away to heal)
Bless - Increases attack power and slowly heals the Crusader while draining MP
Sanctuary - invincibility force field lasting half a second that reflects projectiles damages any enemies who melee attack from any direction, but has a long recovery time and drains a lot of MP
Smite - creates a small target circle on the ground that is controlled by the player while the Crusader is unable to move. When the attack button is pressed, a bolt of lightning strikes the target.
Shield Smash - a quick shield smash that knocks back enemies. Can also be used to knock projectiles back at enemies with good timing.
Healing Syphon - Heals allies, but at the cost of his own health.
Punishment - a passive ability that increases damage done to enemies who are hit while they are attacking.
Block - raises a shield to reduce damage from attacks from in front. Does not use energy.
Hunter - Uses pole weapons, such as spears, axes, and mauls. Special moves make use of projectile weapons
Lance Throw - throws a powerful javelin that pierces enemies, but has a long recovery time.
Bomb - throws a bomb that explodes a few seconds after being thrown.
Triple Arrow - pulls out a bow and 3 arrows that shoot in separate directions
Grappling Hook - latches onto enemies and pulls them towards you, or pulls you towards them to deliver a flying kick
Assassin - The ninja type character who uses agile kicks, teleportation, and projectiles with an emphasis on speed over power
Backstab - a passive ability that increases damage done to enemies from behind
Double Jump - a passive ability that allows the assassin to jump in midair at anytime during the first jump.
Diving kick - a fast jump kick that launches the assassin downwards at a 45 degree angle, and does not use MP.
Knife Throw - a very fast, but weak projectile attack. Throws a knife downward if used in mid air
Shadow Dash - A very fast, but invincible dash. Can be done in air. Can only dash in a straight line.
Air Dash - dashes in a straight line while in mid air. Similar to Shadow Dash, but uses no energy, is slower, and does not have invincibility properties.
Phantom Strike - Has a brief start up delay that leaves the assassin vulnerable. An after image of the assassin dashes forward. After it stops, the assassin appears in its place, and enemies between the assassin's starting and ending position are slashed.
Shadow Clone - A shadow follows the assassin and mimics his attacks with a minimal delay, doing extra damage and leaving enemies stunned for longer during combos.
Mage - Differs from the average RPG mage in that his standard attacks are actually useful. Shoots out damaging flares from his hands, and has a generic projectile as his strong attack (forward + attack). Uses magic rings as his "melee" weapon
Fireball - shoots a fireball that explodes on contact, doing splash damage
Lightning Bolt - shoots a bolt of lightning that pierces enemies
Ice Arrows - a 3-way multi-projectile that slows or freezes enemies
Wind Burst - a very quick emergency radial attack that pushes enemies and projectiles away. The move itself does no damage, but projectiles that are blown away can hit enemies.
Poison Sphere - a large, slow moving orb of poisonous gas that damages enemies as long as they are standing inside it
Air Dash - dashes in a straight line while in mid air. Does not use energy.
Each class is customizable in five areas that you can put points into upon leveling up. Max Health, Max Energy/MP, Power (increases the damage of both standard and special attacks), Movement speed, and Attack speed (increases the speed of both standard and special attacks), This allows, for example, the Berserker, to be customized to be a slow juggernaut who can dish out and take massive amounts of damage, or a glass cannon who tears through enemies quickly but can't take a lot of hits.
In between stages, weapons, armour, and amulets can be bought. Weapons have 3 categories. Power, speed, and range. Armour affects 3 stats. Max HP, movement speed, and jump height. (wearing heavier armour reduces speed and jump height) Amulets have special effects like draining health or energy from enemies, adding special effects to combo finishers (explosions that knock away and damage nearby enemies, freezing enemies), or increasing the levels of the characters' special moves.
Each character has a basic combo (how many hits depends on what character), a strong attack (for most characters, an overhead swing. For the Mage, a generic projectile), and special moves that use energy and can be leveled up.