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(9 edits) (+1)

I am having a great time this! Probably my favorite game I've played in the jam. 

- Gameplay: A unique and well thought out turn based combat system. The depth is immediately apparent and I'm curious to see where it goes. I'm not totally certain how I'm supposed to predict the dodge type I need to do to dodge enemies that do multiple different types of attacks but maybe I'm just supposed to deal with getting hit sometimes (even though it feels bad to lose your beat). Though I do think the feedback for Finishers could also be a lot more clear, as I'm having trouble figuring out their requirements and when they trigger (I swear flaming slash triggered and only hit on enemy). I also love the various quality of life features the game already has, like autorun being default, and working save and controller support. I'm not sure if that's a pack in with the engine you use but it's impressive for a web player nontheless. Battle itself just feels really good and really fun, I could see myself playing this whole game.

- Story: Fun and snappy. Plays to all the samurai-in-training tropes but leaves me excited for more. The Samurai Champloo influence is apparent even outside the soundtrack. 

- Art & Music: Both great! I can see why you have a music player built in, because this is some high quality stuff. For the art, I think you did a great job evoking the feel of Pokemon but with a kind of classical Japanese style, and all the attack and dialogue animations are great! My one complaint is that the character sprites are a bit muddy and blend in sometimes. The de-saturated backgrounds are a good style but I think you should probably utilize that by making the characters not as de-saturated so they're clearer in movement when on the overworld. But overall, very impressive, along with the rest of the package.

I have played and loved a lot of unique indie RPGs and this one evokes those in a great way, I'm very excited for a future release of this game!

Heya, thanks for playing!

The Finishers being unclear was likely due to an oversight with the tutorial; I made a balance patch that affects some enemy behaviours, and that caused the tutorial to conclude before Matsumoto could explain the Beat mechanic and how to trigger Finishers. The basic gist is that most skills have a Beat threshold that triggers the skill Finisher, and if you have enough Beat it'll automatically trigger. The feedback on that is the flashing effect and sound effect, so if you saw that for Flaming Slash then something else went wrong as well and I'll have to investigate.

When it comes to enemy attack types, there isn't much of a tell right now beyond enemies simply having rigid attack patterns. I've been debating how forgiving the game should be when it comes to taking damage, since enemy attacks being *theoretically* avoidable makes it feel way worse to take damage than it would in a typical RPG even if the damage scaling was similar. Do you suppose it's acceptable to expect players to take damage the first couple times encountering certain enemies before they learn their patterns, or does the theoretical dodge-ability of everything create too much of an expectation of better telegraphs?

The desaturated look is actually only during this prologue (this section of the game is sort of a flashback). Originally I had it in a full sepia tone, but I reduced that for visibility. Do you suppose I should remove this effect entirely for the prologue?

Anyway, I'm glad you liked it! This account is actually an anonymous account used for playtesting before the game is officially announced, but if you'd like to follow the project, I just gave you a follow with the main account that this game will eventually be announced on. Thanks a ton for playing, this feedback was very helpful!