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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!