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Thank you so much for your comment and for taking the time to look into the mechanics!

You've actually touched on one of the main things I'm working on right now. The idea is to make dash and shockwave serve two different tactical purposes, dash helps you quickly reposition, while shockwave gives you some breathing room when you're surrounded by hordes.

At this stage, I'm mainly focusing on balancing the difficulty and survival pacing. I want combat to feel increasingly challenging without becoming frustrating.

Of course, enemy readability is also really important, especially when the screen starts filling up with creatures!

SATURA is still a very early prototype, so feedback like yours is genuinely valuable.

If you get the chance to try it, I'd love to hear what you think, especially about how these two abilities feel during combat.

Thanks again for the support!

Makes sense—the dash is for quick repositioning, and the shockwave clears space when you're surrounded, so this round is really focused on difficulty and survival pacing. My team's also working on an AI anime RPG, and right now we're testing the opening and how characters respond to free-text input. Would you be down to try a quick, free web playtest? If you're interested, I can drop the link and a personal invite code right here—no long review needed.

Thank you so much for your reply and for sharing your thoughts on Zero's abilities! I really appreciate the opportunity to exchange ideas with fellow developers.

Your project sounds really interesting too! I'd be more than happy to give it a try, especially since I'm curious to see how the AI-driven character interactions work.

Feel free to share the link and invite code whenever you're ready!

Thanks again, and best of luck with your development!