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(+1)

Thank you so much for taking the time to play Between Gods.

Regarding the combat: I completely understand why it felt a bit like a quick time event. In an earlier iteration, the pop-ups appeared a few seconds before the attack, requiring players to time their parry manually without on-screen prompts at the moment of impact. While that sounded great on paper, in practice most players got stuck on the very first enemy and felt the game was brutally difficult.

To strike a better balance, I'm considering a few changes:

  1. A dedicated parry button: Consolidating all parries into a single button regardless of attack direction (top, middle, or bottom) to reduce input confusion.
  2. Dynamic UI indicators: Displaying the directional pop-ups only during the first 2–3 attacks of a new enemy type to help players learn, after which the indicators disappear, requiring players to read animation telegraphs and learn enemy attack patterns.

I'll be running some closed playtests with these adjustments soon to see how it feels in action. Thanks again for the encouraging words and valuable insights—it really helps shape the future of the game!