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I'm slow at this but here is the VOD: https://www.youtube.com/watch?v=M3O1JNKNees

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Hi Hythrain,

Thanks for playing and covering another game of mine (you reviewed "Meowstery of a Growing Aurora" a year or so ago), I really appreciate it.

As far as the font goes, that's very fair, I might have gotten ahead of myself with trying to set the tone, and didn't consider how legible it is.

I'll double check the control mapping/display, and I'm sorry that I messed up which input does what (and I'll look into making the controls re-bindable, right after checking the save/load bug, which most likely caused you not being able to summon the Mandolin Stand after dying).

I've also been investigating adding non-Xbox controller support, but I've yet to fully figure it out, since UE doesn't support all controllers natively (which is bizarre to me, but I'm sure there're licencing reasons or something).

Gameplay wise, the start of the level is set to 100BPM; which is most likely why it feels very sluggish, and there being a delay between button press and an action occurring - since everything is on beat. Perhaps I should have increased the BPM after the first encounter, so that it's not 100BPM until the boss fight.

Regardless, future updates will have faster areas, so that it doesn't feel as slow as it does now (for both the Player and the enemies).

Again, thanks for trying out the demo, and giving much needed feedback.

I hope you'll give the game another shot in the future, once I've incorporated the feedback I got so far.

Ivan from Sbeve Entertainment

"Gameplay wise, the start of the level is set to 100BPM; which is most likely why it feels very sluggish, and there being a delay between button press and an action occurring - since everything is on beat. Perhaps I should have increased the BPM after the first encounter, so that it's not 100BPM until the boss fight."

I'm actually referring to when trying to press them on beat. I would press in what felt like in time but was always slightly off.