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A relatively short but sweet demo for what has the potential to be a pretty good FPS.

- Ran quite poorly on my machine, being consistently stuck around 20 fps. I can't fully blame this on the game, since my computer is rather low-end, but perhaps some additional optimisation would be beneficial, since judging by the graphics it probably *could* run better (I choose to blame the AI code bits). The low fps did end up making the combat feel awkward, but since that's probably an issue with my computer I won't count that against it. Unfortunatley that limits the feedback I can give about said combat, but I can still comment on the mechanics.

+ I liked the lightning grappling hook spell. Having the player automatically use the sword at the end of it was a good idea, and it was even better after getting the chain lightning upgrade for it. It also seems like it can be used like a gravity gun to grab and launch props which is cool, though I didn't really get to use it in combat.

+ The art is general is good. I liked the dogs and the flying creatures in particular. The wand could maybe use some more dynamic animations though.

+ Good feedback on player actions for the most part. The sword had nice sound effects, and the enemies did too.

- Mouse sensitivity started out way too high.

- The area where there are enemies respawning and you need to deactivate the spell was a little bit confusing. Usually in games like this I'm used to having to fight through multiple waves of spawning enemies, but after going for a while I realised they spawn infinitely until you deactivate all 3 orbs.

- The boss was somewhat confusing too, I'm not exactly sure which of my attacks damaged it. Judging by it's design, it looks like you have to run around the big shield at the front to shoot the glowy particle core, but hitting said core had no different feedback, and when I did kill it the final blow was with one of the spike seed grenade things that hit the shield at the front (though that might have just splash-damaged the core). 

Thanks for the feedback!! I wish I could blame the AI code bits too, but the performance issues are probably due to my shaders + vfx, another player also said they experienced lag during blood splatters (there is a performance killer having to do with some shader tricks that I *thought* I fixed too but will need to double check, same with the way it handles occlusion culling).  You *can* use the hook as a gravity gun, although I didn't supply any exploding barrel-type things in this version (the statue heads can be picked up and thrown through enemies but the player is strong enough against individual enemies that it isn't necessarily worth the time to actually do). Thanks for the feedback about the confusing parts, definitely need to work on some of these clarity things for the next version. Anyway, thanks again! 

ok I hopefully fixed the performance issues or at least made it less horrible -- there is kind of a design flaw baked into the way I wrote my shaders that does what I thought was a cool trick but (a) it is terrible for performance and (b) to my knowledge, no playtester has ever noticed :).  Solid first game mistake.