Thanks for playing!
I've had comments about the stagger since the first demo, and I'm still not really sure how to address this. Part of this is that the first boss has a armoured form and a base form, and her poise values are higher when in armour. Maybe changing the hit sound during this could help to make it more clear that attacks are having a different effect?
I'll probably be redoing the existing bosses soon, since I've received quite a bit of feedback about this. I would agree that the spear moveset is the weakest of the 3, since I didn't really add much more than a few thrusts to that.
In terms of difficulty curve, I don't really have the luxury of having more content to pad it out, but I could try to split Louise up into more phases so that there's some difficulty progression there. Initially, her concept was to have 2 concurrent phases that she would switch between, but as of the current build there isn't much difference beyond the armour, attributes, and one big attack. I'm considering switching this into a phase 1A/1B/2A/2B where phase 2 is the latter half of the fight, while the armour mechanics are still retained in A/B modes.
"Floaty" is quite a vague term, so I'd appreciate if you could elaborate on this. Do you mean:
- It feels floaty even when not engaging with enemies -> movement is floaty? Falling speed is too slow?
- A lack of weight to hits -> needs more hit effects/more exaggerated hit animations? More hitstop?
- Actions have low commitment -> but on the other hand, you also say that animation lock for attacks is high, so maybe not this?
- Slidey movement during attacks?
- Unresponsive controls/actions -> if so, which actions specifically?