Japanese indie dev fixes “unnatural” running animation in response to feedback, only to be told the original one had more soul. Opinions split between “realism” and “originality”
Japanese gamers debate over a recent animation video posted by Ouloboros Studio, developer of the upcoming SaviorS: Oath of the Blade.

Recently, a certain game developer posted about adjusting the running animations in their game in response to feedback that it “looked unnatural” when the character would charge with their sword drawn. However, after sharing the revised animations, the developer was flooded with comments saying they preferred the old animations, sparking a lively debate among fans and developers alike. AUTOMATON recently had the opportunity to reach out to the creator and directly ask them about the situation, and what the animations will ultimately look like.
The game at the center of attention is SaviorS: Oath of the Blade, a roguelite action RPG developed by Ouloboros Studio set to release in 2027. In the game, players explore a randomly generated world map from a top-down perspective, while combat plays out in a side-scrolling format.
Recently, Ouloboros has been making frequent updates on their X account regarding the title’s development, including the progress of the animations for the pixel-rendered characters that appear in the game. This is how the animation of the protagonist charging forward with her sword out ended up becoming a hot topic among users.
If you take a look at the original video, you’ll notice that, before the adjustments, the character ran in a slightly clumsy, yet cute manner, carrying her sword in a raised stance behind her shoulder. On the other hand, after the adjustments, she now runs with her sword pointing downwards. Her posture has also been shifted to a slightly forward-leaning stance, giving off a much “cooler” impression.
Since the footage was posted, it sparked a wide range of reactions on X. While some said that the adjusted version looks cooler and more typical for a fantasy swordswoman, many have expressed a preference for the original animation, describing it as “having unique character,” being “adorable,” and “giving rookie vibes.” Judging by all the comments and quotes, it seems like the opinions are almost evenly split.
But what will the running animation ultimately look like? Ouloboros told us that, after reviewing all the feedback, they think both animations have their unique appeal. Currently, they plan to incorporate elements from both, and said they are considering developing a system where the character’s sword stance and running style change with growth. They explained that players might enjoy seeing their character develop more refined movements as they gain battle experience and embark on more adventures.
SaviorS: Oath of the Blade is scheduled to release on PC (Steam) in 2027.
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Why devs shouldn’t take player feedback at face value – Japanese players discuss



This is really telling of how artists should do what they want instead of designing by committee.
Although- their solution to have the character’s movements develop over time with experience? That’s absolutely genius, and the best outcome for this. I’m a little surprised that more games haven’t done something similar.
Anyway, that is an actual good outcome from this!
You can never please a constant drone of negative feedback, but you can become good at ignoring it
Ryu in Breath of Fire III is a great example. Early game he turns his head away and sort of flails his sword blindly at the enemy, whereas later he becomes a confident swordsman.
Glad another devs is doing this. I grew up on a game where the attack animations changed as you improved your skill level. Changed the characters stance and the attack speed and trajectory of the weapon’s swing. And this was in 2001. Game’s called Gothic.
“Realisum” made it look goofy ngl, I prefer if it looks good, And the redesign looks so much better… but im just an outside looking in.
Neither. Both are anime silliness.
ALWAYS do the sovlfvl option. NEVER do what the crowd says.
The right way, which AAA would never do, is have an option in the setting. You can feel free to default to the “leaning run”, but have the option to use “upright run” for the original fans.