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(+1)

Hello,

I played it for a while and your art style feels quite nice. Did you do all the pixel art for the game?

My biggest issue with the game was the controls. if I am pressing space and then I long press any other input, my expectation was that the attack will be registered. meaning as soon as the current animation is complete, the next one will start. This never happened and it was quite frustrating. SO not only did I have to time the enemy counter but also my own attack animations. At one point I just gave up attacking near to when I knew the enemies would attack.

Apart from this I found the HP bar to be too short visually. You might have a game design reason for that, but it did not feel to intuitive as a player. Also, I noticed HP wen tot negative. (maybe just clamp it to zero?)

Apart from this I like the roguelite element of the game. Looking forward to see where you take this!

(+1)

Thanks for playing it! I'm glad you liked it.

I have an artist I commission for all the art—I've only done part of the UI, like buttons and a few small things here and there, but most of it was done by a hired artist.

The negative HP bar is actually intentional so you can see the overkill damage after you die, though I guess it can give the impression that something is bugged (I'll consider clamping it to 0 later).

The input delay between your attacks is also intentional to prevent spacebar spamming. You actually did exactly what I wanted players to do: timing your attacks and avoiding attacking at the same time as the enemy. The main objective of the game is to focus on parrying. Parries deal 100% of your ATK, whereas free attacks using the Space Bar only deal 25%.

I get what you mean and maybe I’m not explaining the problem well. But it feels like the input wasn’t registered when it should’ve been. 🤔 I’ve no problems with long attack cooldowns actually. Just the input thing.