i love the idea, i think there's tons of potential
please dont open your indie game with a 3 min unskippable cutscene a bit of intro is fine and actually enjoyable a bit but dont start with a cutscene and immediately into npc dialogue that i also cant skip
combat feels awful, enemies got stuck constantly and i could barely tell if i was even hitting them
++ vsync please add vsync to your game most games should come with vsync enabled by default but a lot of themn dont but vsync limits the pressure on CPU because tons of games using too much everyframe logic
i guess the question is like do you even NEED combat? it couldnt just be a little fun exploration game i guess you could but its kinda superfluous to the overall vibe and goal of the game i think but i think theres stuff to explore there for sure
If you talked to the npcs at the start they explain all the controls, all of the npcs have multiple lines that sort of explain everything as you go, you seemed to have skipped all of that, you also missed the playable piano. Those npcs are just for this demo though and not really there in the actual game. The intro is going to lead into a tutorial that explains how to play.
Explored a little bit. Cute idea, and I don't mind the AI images - it's a pretty cool idea. But it's a bit too bright - some more contrast, or at least graphics options would be cool.
Also - dunno how combat-heavy the game will be. I like the paper animations, but right now the moves are absolutely not readable.
Really curious as to where you'll take it. Keep it up!
I didn't play much, but I'll say you could do a better job with contrast. Everything is so bright it's both harder to look at and harder to differentiate things.
it looked very unique and interesting from the screenshots but i feel like the gimmick gets tiring after a while after you get used to the crazy old dall-e AI art, all you are left is a game that intentionally looks as bad as possible i can see it potentially interesting as like, one trashlands themed world part of a larger traditional game, but i don't know if i would want to play an entire game like this the combat was not great because enemies don't really telegraph their attacks, which would work if the player had ranged attacks, but in a melee game you really need to let the player know when they are about to receive damage, because right now you are forced to get close to deal damage to them, which leads to receiving tons of damage you can't really avoid had a weird bug after sleeping in a bed and getting up immediately right before the fade to black finished after waking up the character model was twisted in a weird way which made the rest of the game barely playable i wasn't able to find the guy watching tv either btw please add audio settings and a pause menu to quit to desktop for the next build
Thanks for trying it out, There are plans for other worlds that aren't dall-e art, it's the starting area / town but the player gets the ability to travel to others, eventually. They aren't set in stone yet but at the moment I'm considering a gunpowderpunk world, like steampunk but everything runs on gunpowder, and a few other ideas but I need to finish the papertown first.
I know it's odd these guys don't telegraph, I was planning for them to not really telegraph their attacks because they're supposed to be a minor annoyance and not a real enemy. It makes sense in my head but I'll see how it works out with the other enemies. I'm planning on adding vfx to them to make it more noticeable when they're attacking but not any sort of windup to telegraph it. Part of their design was to add near unavoidable damage to a battle and their AI is designed to be an annoyance hit and run tactic.
You're the first one to find the sleep bug, I hadn't discovered it yet and none of the other players encountered it so thanks for pointing it out it covers a whole slew of possible bugs I hadn't considered with the logic but it's an easy fix now that I know it's a thing, I should be able to replicate and fix the bug no problem.
This area is a bit of a maze, stuff like the TV and piano are just put down for the demo to give players something to explore for, most people I watched didn't seem to find the TV or tree area, that lets me know they are decent hiding spots that aren't actually too hidden. In the game the npc leads you to town while giving a tutorial and you go back into this area venturing in from town so the player should build familiarity with it naturally, at the moment you're just dropped in towards the end of the area which is why the zone seems so confusing.
I'm not sure why I never had pause menu and options on my list, it should really have been on there, adding it now , should be done for the next demo lol.
what a trippy aesthetic, i like the intro. I was also reminded of little big planet
I like that you get into some combat pretty quick
I was able to attack and target enemies pretty consistently. The range seems consistent but pretty hard to gauge
camera + lock on seems to work well
I could dodge enemy attacks by moving out of the way, but I couldnt get the block to work. The roll isnt any faster than base movement so i stopped using it
Since all enemies are 2D and static sprites I couldnt really tell when they were winding up for or recovering from an attack.
Im not sure what is happening if I keep pressing heavy attack. It looks like I keep doing the first half of my kick in place?
I really wish i could attack out of combat and sprint while in combat. Otherwise I can only test the controls/moveset while enemies are attacking me.
I think it will be more satisfying once some basic SFX and VFX are in. I really like the kingdom hearts style orbiting pickups
I'm a big fan of the KH2 combat system so excited to see where you take this. keep up the good work
dodge and blocking isn't really finished yet. I'm not sure if I want these enemies to telegraph their attacks as they're meant to be an annoyance but I think I can get their attack looking a bit better. It should do a different heavy attack based on how many light attacks you did, some of their animations are messed up.
I've been on the fence about combat outside of combat, i'm leaning towards allowing it because I need to put destructible stuff around the player can destroy for HP pickups, same with sprinting in combat, there's no real reason to not allow it. Originally I would have it load a battle map and I switched player controllers to a combat controller, I merged the two controllers so now combat can be done in the overworld instead of needing a battle map but I was still in the battle vs non-battle mindset. It makes sense to just let the player do whatever whenever.
The pickups are so small I wasn't sure anyone would even notice them yet lol.
Charming little game, I really like the initial cutscene, reminds me a little of little big planet. Very philosophical. I got filtered by the combat unfortunately. I do not understand it and I wasnt able to hit the enemies at all. As i mentioned in discord, i think you should either redesign the characters to be more readable, or replace the combat with either a third person shooter (bullet hell mechanics would fit really well the chaotic nature of your world) or turn based. I think you should focus on the personality and the charm of the characters and the world, as you have been doing so far.
Hey thanks for playing the demo. You played the first version of this demo, I did a hotfix on day 1 after a few people struggled with the combat making it less difficult. If you have time can you try the new version? I think I want to keep it an action RPG, I think I can get the combat right if I work on it more.
I dig the visual style, but I feel that gameplay is a bit too generic to match it. Expected something crazier. You know, in games like this I enjoy if it’s just about discovery and wonder (like some Mongol editions) - I don’t fully see the point in combat. Doesn’t help that the green ground makes combat hard to read here. And the level design is also very traditional, which in this repetitive trash heap situation means going in circles and getting lost.
The E button behaved very annoyingly for me. Maybe it is supposed to be locked when in combat? It is not very intuitive feeling. I mashed it a lot and sometimes it worked.
Well, as I said, I dig the style! Hope you can make a cool game out of it!
Hey thanks for playing, watching you play was insightful but a bit frustrating to watch. You can only interact with things while you're not in combat, at the moment there is nothing to explain that and many people have tried to ignore combat to open the chest at the start. There will be a notification to the player in future versions alerting them to that.
The areas design is meant to be a little confusing, the player is going to be lead to the first town as part of a tutorial, then the player enters this area from town and returns which should build up familiarity with it, right now the player is just thrown into the area and random stuff is placed around the area, things like the piano and TV are supposed to go in the town but since they were done I wanted to have them in the demo, same thing with most the npcs in the demo, quickly added just for DD69 and aren't actually meant to be in the area.
This demo was more combat focused to get feedback on the current direction combat is going in, the other stuff is just set dressing. The next demo should be much better for exploring.
I went full random with my character. This looks like a full-on proper game with an intro. Some of the renaissance art seemed AI. I can’t really tell when the enemies are attacking. Why is John Arbuckle watching me sleep?
After thoughts:
The combat felt pretty fluid, with me throwing out punches like the fist of the north store. In the long run I hoped there would be more variety to it, since this seems a bit scarce for now.
What I liked:
I liked playing the piano and the nice touches in the world.
Something that didn’t work as I expected:
I was hoping I would fight some bigger enemy or reach some greater goal, there was a boss fight that was just a regular dude sized up. I tried looking for a dodge or a dash attack or an air attack or a double jump, but not yet I guess.
Thanks for playing. At the moment the enemies spin when they attack, I'll be revisiting them and adding VFX and SFX to the attack so it should be more noticeable in the next version.
This version is a bit scarce and combat isn't finished but I wanted to get opinions of its current state to see if it was in the right direction.
The piano is dumb fun, I'm a huge fan of it myself and it distracts me while playtesting sometimes.
The enemy in the game right now is a scribble, it's the most basic enemy and as the player levels up it's supposed to be more of an annoyance and not a difficult enemy. I planned on having a 2nd enemy for this demo but the cutscenes took longer than expected, it wasn't quite ready so I didn't include it in the demo I have the first boss planned and should have that ready for the next demo as well.
there is dodge roll bound to F, it's not finished and doesn't give iframes yet. The scribbles don't telegraph their hits so the player isn't really meant to dodge or parry them. Blocking is also bound to F, parrying isn't set up, etc. More combat is planned.
I like the intro cutscene a lot, but the song that was playing super ruined the mood for me. It was too goofy and it felt tacked on and clashed with everything that was happening. The initial video and cutscene direction were nice, and I actually like the message you were trying to convey. Overall though, the games was... "too loud". What I mean by that is that it felt like the game was visually screaming at me at every moment, with the super bright colors, weird design, metric ton of literal garbage on screen and weird dream-like stuff to look at.
I think the concept you were going for is better than it's execution. My feedback would be to tone it down in general. The game is trying to conceptmaxx so hard that it lost me. It could be a cute game with a sweet message otherwise. I particularly think you don't even need combat for this game at all. What was there felt unecessary for the game in my opinion and it controlled quite bad. In my mind, it would serve the game better if this was a quirky "experience" more than a combat focused game.
I think a good intro should leave you with questions that draw your interest further into the game. I think you leave an OK plot question "what happens to bad art when it is sent to the trash lands?" but as far as themes go, there's nothing. You say in the intro "these flawed sketches hold something precious: the courage to create". instead i think you could be more vague about what value mediocre art has, and then explain all of the ways mediocre art has value through gameplay and story. in other words, the intro should open with the question: what value is there to be found in bad art?"
I think the shots of your character laying in the garbage heap are cut a little too long. after going through the cool portal, i dont think you should have to wait too long to start playing. I think you should give a 2nd pass to the introduction of the first 2 named characters, because their appearances are a little boring obviously i think you should give them more personality immediately. i'm not sure what form that could take.
you should add some direct feedback that you can't interact with something because you are in combat. (maybe a ❌ over the interact symbol?), and also some sort of sound effect when you fail to interact with something because you are in combat
you should add more direct feedback everywhere in combat. SOME audio and visual component to every action at minimum. I think this is important to do right now so the game feels better for playtesters. you will get more positive feedback on the boring parts of your game so people will get further in and provide you feedback about the more important later parts of the game. find some sort of identity with the combat so it feels fun to just wail on a basic enemy. I often experienced an issue where after hitting an enemy a bunch, it would get launched back and land on some geometry and get stuck. this happened next to the bed and NPC at the start of the game, and prevented me from interacting with them at all
I think the visuals of your game could be quickly improved with a little more work on the visuals of the game. I don't mean remaking assets to adjust the art style or anything like that. but the intro area for example is very bright and lacking in contrast. postprocessing can help a lot with this.
The wording of the intro dialogue changes when you play and there are over 100 different voiced variants, but I agree the wording in some of them is a little odd.
I thought the intro cutscene might be a bit long, mainly the fadein/fadeout, I agree they need more personality, I'll think about how to make them stand out more. Their dialogue in the intro cutscene changes on new game and some are more playful than others but depending on what they say I could see them coming across as average, but RNG shouldn't affect how they come across so I'll revisit some of their dialogue options.
I blanked on people not realizing you can't interact with stuff while in battle, I figured the music would be enough of a que but I've seen a few people struggle with that concept so far so yeah I need some sort of notification for that.
I just uploaded a new version, the flying enemies is a bug that should be fixed in this version, I also made it easier for the player to hit the enemy and more noticeable when you do damage, I do need more feedback for the player during combat though.
I agree with all these statements, Thanks again for leaving feedback.
I couldnt figure out combat, sometimes it seemed like I was killing the dudes, sometimes I was able to kick them off to a hill. I saw some white and black '1' numbers but I wasn't sure what they meant
I think I pressed all the keys on my keyboard but I couldnt loot chests, maybe i got it wrong somehow
There were some npcs I wasnt able to interact with because I was followed by enemies that I couldn't fight back so I missed that
About combat, I think there's a lack of feedback for my own actions, I can see when I get damage by keeping an eye on my hp bar, but I have no idea what my actions are doing, a lot of times I was wondering, am I damaging them?
Thank you for playing the demo! Watching you play it was very helpful. You can't interact with stuff while you're in combat, a notification for which I completely overlooked. I pushed a quick hotfix that gives a little more feedback for combat.
The scribbles try to stay outside of your combat range and move in to attack then move away, most of your hits were falling short of hitting them. The new update made the players attack hitbox bigger so it should be easier to take them out now.
Comments
vid:
tl;dw uhhhhhhhh i have noo idea what to even sayi love the idea, i think there's tons of potential
please dont open your indie game with a 3 min unskippable cutscene a bit of intro is fine and actually enjoyable a bit but dont start with a cutscene and immediately into npc dialogue that i also cant skip
combat feels awful, enemies got stuck constantly and i could barely tell if i was even hitting them
++ vsync please add vsync to your game most games should come with vsync enabled by default but a lot of themn dont but vsync limits the pressure on CPU because tons of games using too much everyframe logic
i guess the question is like do you even NEED combat? it couldnt just be a little fun exploration game i guess you could but its kinda superfluous to the overall vibe and goal of the game i think but i think theres stuff to explore there for sure
If you talked to the npcs at the start they explain all the controls, all of the npcs have multiple lines that sort of explain everything as you go, you seemed to have skipped all of that, you also missed the playable piano. Those npcs are just for this demo though and not really there in the actual game. The intro is going to lead into a tutorial that explains how to play.
https://www.twitch.tv/videos/2816075949
Explored a little bit. Cute idea, and I don't mind the AI images - it's a pretty cool idea. But it's a bit too bright - some more contrast, or at least graphics options would be cool.
Also - dunno how combat-heavy the game will be. I like the paper animations, but right now the moves are absolutely not readable.
Really curious as to where you'll take it. Keep it up!
Thanks for playing the demo! It was fun watching you play.
Many issues you had have already been fixed. It wasn't really demo ready but I wanted to get feedback on it anyways.
I didn't play much, but I'll say you could do a better job with contrast. Everything is so bright it's both harder to look at and harder to differentiate things.
it looked very unique and interesting from the screenshots but i feel like the gimmick gets tiring after a while
after you get used to the crazy old dall-e AI art, all you are left is a game that intentionally looks as bad as possible
i can see it potentially interesting as like, one trashlands themed world part of a larger traditional game, but i don't know if i would want to play an entire game like this
the combat was not great because enemies don't really telegraph their attacks, which would work if the player had ranged attacks, but in a melee game you really need to let the player know when they are about to receive damage, because right now you are forced to get close to deal damage to them, which leads to receiving tons of damage you can't really avoid
had a weird bug after sleeping in a bed and getting up immediately right before the fade to black finished
after waking up the character model was twisted in a weird way which made the rest of the game barely playable
i wasn't able to find the guy watching tv either
btw please add audio settings and a pause menu to quit to desktop for the next build
Thanks for trying it out,
There are plans for other worlds that aren't dall-e art, it's the starting area / town but the player gets the ability to travel to others, eventually.
They aren't set in stone yet but at the moment I'm considering a gunpowderpunk world, like steampunk but everything runs on gunpowder, and a few other ideas but I need to finish the papertown first.
I know it's odd these guys don't telegraph, I was planning for them to not really telegraph their attacks because they're supposed to be a minor annoyance and not a real enemy. It makes sense in my head but I'll see how it works out with the other enemies. I'm planning on adding vfx to them to make it more noticeable when they're attacking but not any sort of windup to telegraph it. Part of their design was to add near unavoidable damage to a battle and their AI is designed to be an annoyance hit and run tactic.
You're the first one to find the sleep bug, I hadn't discovered it yet and none of the other players encountered it so thanks for pointing it out it covers a whole slew of possible bugs I hadn't considered with the logic but it's an easy fix now that I know it's a thing, I should be able to replicate and fix the bug no problem.
This area is a bit of a maze, stuff like the TV and piano are just put down for the demo to give players something to explore for, most people I watched didn't seem to find the TV or tree area, that lets me know they are decent hiding spots that aren't actually too hidden.
In the game the npc leads you to town while giving a tutorial and you go back into this area venturing in from town so the player should build familiarity with it naturally, at the moment you're just dropped in towards the end of the area which is why the zone seems so confusing.
I'm not sure why I never had pause menu and options on my list, it should really have been on there, adding it now , should be done for the next demo lol.
Gave this a shot after the hotfix
I'm a big fan of the KH2 combat system so excited to see where you take this. keep up the good work
Thanks for playing the demo!
dodge and blocking isn't really finished yet. I'm not sure if I want these enemies to telegraph their attacks as they're meant to be an annoyance but I think I can get their attack looking a bit better.
It should do a different heavy attack based on how many light attacks you did, some of their animations are messed up.
I've been on the fence about combat outside of combat, i'm leaning towards allowing it because I need to put destructible stuff around the player can destroy for HP pickups, same with sprinting in combat, there's no real reason to not allow it. Originally I would have it load a battle map and I switched player controllers to a combat controller, I merged the two controllers so now combat can be done in the overworld instead of needing a battle map but I was still in the battle vs non-battle mindset. It makes sense to just let the player do whatever whenever.
The pickups are so small I wasn't sure anyone would even notice them yet lol.
Charming little game, I really like the initial cutscene, reminds me a little of little big planet. Very philosophical. I got filtered by the combat unfortunately. I do not understand it and I wasnt able to hit the enemies at all. As i mentioned in discord, i think you should either redesign the characters to be more readable, or replace the combat with either a third person shooter (bullet hell mechanics would fit really well the chaotic nature of your world) or turn based. I think you should focus on the personality and the charm of the characters and the world, as you have been doing so far.
Hey thanks for playing the demo.
You played the first version of this demo, I did a hotfix on day 1 after a few people struggled with the combat making it less difficult.
If you have time can you try the new version?
I think I want to keep it an action RPG, I think I can get the combat right if I work on it more.
https://www.twitch.tv/videos/2812606904
I dig the visual style, but I feel that gameplay is a bit too generic to match it. Expected something crazier. You know, in games like this I enjoy if it’s just about discovery and wonder (like some Mongol editions) - I don’t fully see the point in combat. Doesn’t help that the green ground makes combat hard to read here. And the level design is also very traditional, which in this repetitive trash heap situation means going in circles and getting lost.
The E button behaved very annoyingly for me. Maybe it is supposed to be locked when in combat? It is not very intuitive feeling. I mashed it a lot and sometimes it worked.
Well, as I said, I dig the style! Hope you can make a cool game out of it!
Hey thanks for playing, watching you play was insightful but a bit frustrating to watch.
You can only interact with things while you're not in combat, at the moment there is nothing to explain that and many people have tried to ignore combat to open the chest at the start. There will be a notification to the player in future versions alerting them to that.
The areas design is meant to be a little confusing, the player is going to be lead to the first town as part of a tutorial, then the player enters this area from town and returns which should build up familiarity with it, right now the player is just thrown into the area and random stuff is placed around the area, things like the piano and TV are supposed to go in the town but since they were done I wanted to have them in the demo, same thing with most the npcs in the demo, quickly added just for DD69 and aren't actually meant to be in the area.
This demo was more combat focused to get feedback on the current direction combat is going in, the other stuff is just set dressing. The next demo should be much better for exploring.
First Impressions:
I went full random with my character. This looks like a full-on proper game with an intro. Some of the renaissance art seemed AI. I can’t really tell when the enemies are attacking. Why is John Arbuckle watching me sleep?
After thoughts:
The combat felt pretty fluid, with me throwing out punches like the fist of the north store. In the long run I hoped there would be more variety to it, since this seems a bit scarce for now.
What I liked:
I liked playing the piano and the nice touches in the world.
Something that didn’t work as I expected:
I was hoping I would fight some bigger enemy or reach some greater goal, there was a boss fight that was just a regular dude sized up. I tried looking for a dodge or a dash attack or an air attack or a double jump, but not yet I guess.
Thanks for playing. At the moment the enemies spin when they attack, I'll be revisiting them and adding VFX and SFX to the attack so it should be more noticeable in the next version.
This version is a bit scarce and combat isn't finished but I wanted to get opinions of its current state to see if it was in the right direction.
The piano is dumb fun, I'm a huge fan of it myself and it distracts me while playtesting sometimes.
The enemy in the game right now is a scribble, it's the most basic enemy and as the player levels up it's supposed to be more of an annoyance and not a difficult enemy. I planned on having a 2nd enemy for this demo but the cutscenes took longer than expected, it wasn't quite ready so I didn't include it in the demo I have the first boss planned and should have that ready for the next demo as well.
there is dodge roll bound to F, it's not finished and doesn't give iframes yet. The scribbles don't telegraph their hits so the player isn't really meant to dodge or parry them. Blocking is also bound to F, parrying isn't set up, etc. More combat is planned.
I like the intro cutscene a lot, but the song that was playing super ruined the mood for me. It was too goofy and it felt tacked on and clashed with everything that was happening. The initial video and cutscene direction were nice, and I actually like the message you were trying to convey.
Overall though, the games was... "too loud".
What I mean by that is that it felt like the game was visually screaming at me at every moment, with the super bright colors, weird design, metric ton of literal garbage on screen and weird dream-like stuff to look at.
I think the concept you were going for is better than it's execution. My feedback would be to tone it down in general. The game is trying to conceptmaxx so hard that it lost me. It could be a cute game with a sweet message otherwise.
I particularly think you don't even need combat for this game at all. What was there felt unecessary for the game in my opinion and it controlled quite bad. In my mind, it would serve the game better if this was a quirky "experience" more than a combat focused game.
I'm glad you liked the demo, I was worried people wouldn't like the concept or the cutscenes.
I think I am going to tone down the colors a bit, I'm going to experiment with some post processing effects and shaders and see what I come up with.
I think it could work without the combat but I think a good combat system and fun boss fights would make the experience better.
The intro is pretty good.
I think a good intro should leave you with questions that draw your interest further into the game. I think you leave an OK plot question "what happens to bad art when it is sent to the trash lands?" but as far as themes go, there's nothing. You say in the intro "these flawed sketches hold something precious: the courage to create". instead i think you could be more vague about what value mediocre art has, and then explain all of the ways mediocre art has value through gameplay and story. in other words, the intro should open with the question: what value is there to be found in bad art?"
I think the shots of your character laying in the garbage heap are cut a little too long. after going through the cool portal, i dont think you should have to wait too long to start playing. I think you should give a 2nd pass to the introduction of the first 2 named characters, because their appearances are a little boring obviously i think you should give them more personality immediately. i'm not sure what form that could take.
you should add some direct feedback that you can't interact with something because you are in combat. (maybe a ❌ over the interact symbol?), and also some sort of sound effect when you fail to interact with something because you are in combat
you should add more direct feedback everywhere in combat. SOME audio and visual component to every action at minimum. I think this is important to do right now so the game feels better for playtesters. you will get more positive feedback on the boring parts of your game so people will get further in and provide you feedback about the more important later parts of the game. find some sort of identity with the combat so it feels fun to just wail on a basic enemy. I often experienced an issue where after hitting an enemy a bunch, it would get launched back and land on some geometry and get stuck. this happened next to the bed and NPC at the start of the game, and prevented me from interacting with them at all
I think the visuals of your game could be quickly improved with a little more work on the visuals of the game. I don't mean remaking assets to adjust the art style or anything like that. but the intro area for example is very bright and lacking in contrast. postprocessing can help a lot with this.
Thanks for the feedback!
The wording of the intro dialogue changes when you play and there are over 100 different voiced variants, but I agree the wording in some of them is a little odd.
I thought the intro cutscene might be a bit long, mainly the fadein/fadeout, I agree they need more personality, I'll think about how to make them stand out more. Their dialogue in the intro cutscene changes on new game and some are more playful than others but depending on what they say I could see them coming across as average, but RNG shouldn't affect how they come across so I'll revisit some of their dialogue options.
I blanked on people not realizing you can't interact with stuff while in battle, I figured the music would be enough of a que but I've seen a few people struggle with that concept so far so yeah I need some sort of notification for that.
I just uploaded a new version, the flying enemies is a bug that should be fixed in this version, I also made it easier for the player to hit the enemy and more noticeable when you do damage, I do need more feedback for the player during combat though.
I agree with all these statements, Thanks again for leaving feedback.
I couldnt figure out combat, sometimes it seemed like I was killing the dudes, sometimes I was able to kick them off to a hill. I saw some white and black '1' numbers but I wasn't sure what they meant
I think I pressed all the keys on my keyboard but I couldnt loot chests, maybe i got it wrong somehow
There were some npcs I wasnt able to interact with because I was followed by enemies that I couldn't fight back so I missed that
About combat, I think there's a lack of feedback for my own actions, I can see when I get damage by keeping an eye on my hp bar, but I have no idea what my actions are doing, a lot of times I was wondering, am I damaging them?
vod: https://www.youtube.com/live/Ld9l6YcK0vM
Thank you for playing the demo!
Watching you play it was very helpful. You can't interact with stuff while you're in combat, a notification for which I completely overlooked.
I pushed a quick hotfix that gives a little more feedback for combat.
The scribbles try to stay outside of your combat range and move in to attack then move away, most of your hits were falling short of hitting them. The new update made the players attack hitbox bigger so it should be easier to take them out now.