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(+1)

Man, the combat is JUICY. Animations, models and sfx make me bite my lip. Kicks feel very good.

Sewer (tutorial) outstays its welcome with the ending "waves of enemies" pit. Also - I feel like there are only 2 attacks which do AOE damage - the jump-kick and the finisher kick. Which is... questionable in a beat-em-up, imo. For example - in "Pirate Yakuza" game (very recent release) you have 2 combat styles, with one suitable on 1 on 1 combat (perfect for bosses), and another one aimed at dealing damage in wide areas (perfect for big group fights). In the pit fight you're kinda forced to kite enemies so you can dispatch them one after another, which kinda forces you to stop in your tracks and rethink your strategy. I don't know if that's what you intended, but I was stuck for a bit there, wishing I had some sort of an AOE attack.

Second level is great and much more fun. Didn't have much trouble with the boss on the normal difficulty, I managed to keep him stunlocked for almost the entirety of the fight. Dunno if that was supposed to happen or not.

Guns are very underpowered both in terms of audio effects and damage. I think guns could suit as a sort of "get out of jail free card", especially since you barely get any ammo. Right now they are kinda worthless.

Also - it feels like both me and enemies have slighly more range than we should have. It got me killed during the boss fight one time.

And at some point the music loop became a bit too annoying.

I think most of my complaints are simple tweaks, and the core gameplay is a banger. A fantastic demo. Looking forward for more!