Code Rapid reminds me that everything you put in a game must serve the vision. It’s clear the developers want a game that moves fast, and it does, but other elements are clunky. It’s no good if you have brilliant, fast movement, but your lock-on keeps changing targets, or the default controls don’t feel natural to what other games would normally do.
Shooting feels slow and unimpactful. Sword attacks don’t have any interesting combos. The speed is reserved only for movement. If you’re doing anything else, it’s plodding.
The first boss of the demo has an arena-wide attack that rotates around the room, but that also moves slowly, which makes the general combat feel like the enemies aren’t in a hurry to kill you. Enemies are always in front of you, particularly when using the lock-on, but even when there are multiple enemies around you, I didn’t feel the urgency to move around.
The Steam description includes a GIF showing the movement. The hero mech dashes about, going up and down, side to side, and over. It looks exciting. But then you see what the enemy mech is doing, they’ve maybe taken two shots and a sword lunge. Is all the movement for show?
Some people like watching college basketball more than the NBA because it’s more exciting, they say. People move, they set screens, they run to the basket. There’s more movement. But the NBA is much more precise. Players know what they’re supposed to be doing. They don’t move unless they have to. Code Rapid feels like college basketball. The movement is fast, sure, but you don’t need it with the level of freedom given because the game doesn’t demand that. It feels good, but it’s empty.
Couple that problem with the other issues, and it’s hard to recommend the game. But with a few concentrated polishes, this could be the fast-moving and thrilling game it wants to be.
Try Code Rapid.
Thank you for reading The Daily Demo! Did you play it? What’d you think of it? I’d love to hear your thoughts.



