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(1 edit)

Thanks for playing!

  1. Yes, that's part of the plan. I meant it that you could easily combo switching back and forth between different weapons, but I realize I need to tweak things to make that more easy to pull off. Later on, you'll have more swords, pole-arms, and blunt weapons available, so you could mix and match what 3 weapons you have at the ready. Ideally I'd make it that each weapon has a different moveset (i.e. a Schiavona having different attack animations from a Falchion, even though they are both of the one-handed sword variety). I plan that the player could even make the 3 attack buttons assigned with only swords (of different types), or only pole-arms, or really, any mixture that fits their liking.
  2. I received similar feedback regarding dash after attack. While I'm not thinking of input queuing, I was thinking of letting the player phase dash during the recovery part of an attack animation (I had that disabled because I think it made fights too easy, but I'll experiment with it more).
  3. You can phase dash through anything that's not too thick, and it just so happened that the brick pillars were thin enough. I might just keep it that way. As long as you can easily tell where you'd end up in, I don't think it's wrong. Perhaps later on I could design stuff like secret rooms accessible by phase dashing only.
  4. Sounds good, I'll make it that the fire effects die off if the impaling spear is left intact but the impaled enemy died.
  5. Spamming LMB and it causing the player to keep repeating the first attack is not intended. I think it happens right after you dash. I'll look into it again. But to use it to discourage button mashing? It's an idea worth exploring. But I bet there will be people who won't get it and just complain that their attacks don't work.

Thanks again! Glad you had fun with it!