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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!