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Pretty fun, the game loop works really well, specifically the Arena->Shop->Garage->Arena loop has the hook it needs, the UI could be better though. 

The early game combat feels kinda janky, I think the thing it needs most is polish specifically on damage feedback, sound effects and animations to give you a better idea of what everything is doing. Spamming shift for example wrecks your energy reserves and i had to watch my energy bar while doing stuff to realize just how badly it was hurting it. Perfect parrying is very effective and the first personas simulation i hadn't realized this yet this so it probably took longer than intended to get through it, i was wondering why it was taking so long, second attempt went faster, might want to ease people in there more with a shorter initial one though.

Also I noticed a bug where if you get knocked out/ragdolled the ragdoll doesn't keep your external color customization.

Thanks for playing!
Yeah, the 'overdraw' (losing energy for spamming dodge) mechanic has been kind of hard to convey. The deathscreen has some bar graphs to show how much energy was spent on extra boost/healing/time used, but most people probably won't pay attention to it (understandably). Might add some vfx of energy being siphoned into the green/red bars when it's draining fast or something.

Persona Selection is kinda weird stage to balance, originally it was just going to be a cutscene, but I thought a playable stage would be more fun. There isn't really a way to lose, since you replace the attacker that defeated you so I figured I'd make the counter go down faster as the player gets kills or dies. This kindof creates a situation where someone who tries to play safe or lays on the ground to stall makes the stage last exponentially longer ^_^ so yeah, I might just make the stage more *consistantly* short...

and I'll check on that ragdoll bug, thx again!