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(+4)

Okay, played a little, here's feedback:

– Benches need more use or rebalance spawnrate. Sometimes I just run through 4 benches in a row at spawn. You either should make them spawn only when player isn't on full hp or make them a use even when player's on full hp (smth like 1 hp shield (max 1/2) or/and boob growth equivalent to 2-5 bot kills. 

– Benches need to be buffed (skill issue, right, but it feels like they should give you 2 hp. Or just rework spawnrate to "don't spawn when player's on full hp, spawn when he isn't, spawn the more the lower player's hp is").

– Katana hitbox is too small. Issue: when you jump on next roof, sometimes you physically can't hit bot that is too close to the edge. Pls make it so player is hitting low (not to the forward of character, but to the forward-low) while in jump.

– Slide literally has no use. Yes, you can slide+jump to have jump boost but that thing is literally useless. Slide doesn't even function as "let go" command when you are hanging on obstacles which I'm pretty sure is the main purpose of slide.

– Bot hitbox is too big. Sometimes bot hits character even when actually it doesn't. Issue: you can't jump over some bots that can't be killed because katana hitbox is to the forward of player, not to the bottom.

– Katana CD sometimes happens even when you kill bot with it (happens when katana kills bot very late, frames before it sheathes).

Otherwise, great game. Reminds me off Vector (that thing pissed me off too, but there the problem was difficulty, not the lack of some features, huh). Ggs, gl on your dev way :D

It may be confirmation bias, but I *think* benches spawn more if you slide more. I find that when I slide a few times, a couple of benches will show up soon. If this is the case, though, it could be communicated to the player somehow.

I agree that enemy hitboxes are too big, but only because sometimes when I hit an enemy, they hit me too, and we trade. I'd like to see something like a Parry, where if this happens, your streak isn't broken and you get a special animation for getting so close. The punishment for striking early stinks if I still land the hit late into the animation, especially if multiple enemies are lined up (I hit the first guy and then get hit by one or two more whom I cannot hit), so a more generous window, at least more accurate to the framedata, could be nice.


The biggest problem I think is that landing isn't safe. If we could Pogo off of enemies (even once per jump), or any downward attack just to hit below the player, that would improve things dramatically. It would also remove most of the difficulty, so more aerial enemies at Pogo height to challenge Pogo-ing could spice things up.