Yokai Enemies

The publisher commits to "over twenty different enemies" and "frenetic boss fights". What it does not do is publish a bestiary, so the honest version of this page describes the enemy rules and flags where the specific roster is still undocumented.

How enemies work in a character-action roguelite

In this genre the enemy is a pattern, not a health bar. Every enemy has a wind-up, a commit, and a recovery, and the recovery is the window you are playing for. The three combat routes in Eternal Palace Sakura map onto three different answers to the same enemy:

Bosses

The store page and the official copy both stress that bosses require pattern learning and dodge timing. That is the clearest signal the publisher gives about boss design: they are meant to be learned, and dying to them is a prompt to learn them rather than to change a stat.

Roster status

The individual enemy and boss names were not publicly listed anywhere we could verify at the time of writing — the game had been out for a matter of days and no comprehensive transcription existed yet. We would rather leave this section honest than fill it with plausible-sounding invented names. The combat loop page covers the mechanics that apply to every enemy in the meantime, and the demo will let you meet several of them personally before you spend anything.