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(+2)

I'm glad you put keyboard menu controls in for a keyboard controlled game.

I immediately the UI is very distracting. Navigating the menu is already hard with small borderless white text, but the stylized distortion on top of it makes it worse. I think this is very much a style-over-function incident. The "low graphics" option wound up being a must just for the menu.

I tried fullscreen on my ultra wide and it didn't scale properly (I'll try to get  screenshots). This means it might also not scale on other resolutions, even if it's a more normal aspect ration.

Love the art style.

The art in the combat sort of reminded me of Mother/Earthbound, I'm not sure if that was intentional.

I liked the timed blocking mechanic on the fights, it was really well done. The rest of the fight was a bit hard to figure out though. I THINK I got it because I did manage to win several fights, but I don't know for sure.

(+2)

A similar thing happened in game where the player portrait was in the center but the enemy graphic and selectable UI was way over to the right. I think your settings are set to adapt to different aspect ratios, but your UI elements weren't designed to reflect that.

(+1)

First of all, thank you for the feedback

I know the menu is a bit distorted, I had a better design in mind, but unfortunately ran out of time before the deadline
Thanks as well for letting me know about the fullscreen scaling issue

I thought the game would be easy to figure out because a couple of my friends tested it without any problems  and I intended for players to figure things out for themselves

This is just a prototype for an idea I’ve had for a while, but I’ll likely release an update after the jam to fix the resolution issues
Thanks again for playing