I wish the text were larger in the dialogue segment. There's so much room on the screen, and the text is teeny tiny. Also, there are quite a few grammar errors.
The story is intriguing so far, and I'm a sucker for kemonomimi, so I'm interested in seeing where the project goes from here!
Jimmzy_1
Creator of
Recent community posts
The player character froze in competitive mode. The character was stuck in the pose you see in the image, while the Cpu did back flips over and over and over. I reset the program, and the second time through I didn't have any problem.

For competitive mode, it's easy to rush the opponent and kick them over and over. The kick is really good. After seeing how short the range of the punch was, I only ever used kicks.
For arcade, this is the most fun part right now. Juggling all the CPU characters while trying not to get hit, while fairly easy, was enjoyable.
The controls felt fine. My only complaint is that I wish I could remap kick, punch and change direction to mouse clicks. Also, I wish the dash input counted as the forward input required for punching and kicking. So often I would dash forward just to stand there and be punched/kicked by an NPC because you have to dash -> press forward -> kick instead of dash -> kick.

