Thanks for playing! Congratulations on beating Nia, I wasn't expecting many people to be able to beat her.
SFX is certainly a weak point, really need to take some time to do up the sound design again. I still haven't decided on a direction I want to take the hit effects, since I feel like going full on blood and gore wouldn't really fit, and that circle impact vfx would look too similar to the deflect/parry effects.
Maybe the charge attack's hitbox ends a bit too early?
Yeah, I was pretty surprised with the poor performance in phase 2 too. It's not much different compared to phase 1, except that it's lower down where the volumetric fog asset I'm using is. Unfortunately I didn't have the time to optimize it properly before DD.
Never thought that those were displayed differently in other languages. (And there was another anon who had a dvorak layout which wasn't displayed properly since my "keyboard_comma" sprite wasn't named "keyboard_,"...). Really good to know, thanks for pointing it out. It'll probably take me a bit more time to fix it, since I need to go and check and update my sprite names from InputControl.displayName to InputControl.name.
There's a lot of issues with the walk/run/sprint animations, since it was my first attempt at animating those. It's among the top priorities to remake once I get a little more animation experience. I think the jitter is a weird blending issue, or maybe something about starting off on the wrong foot.
Cameras are so cursed sometimes, whatever we have now has already gone through lots of tweaking and I have no clue how to make it work any better when bosses are going to be flying around the level like this. I think most objects have the transparency shader applied, but I haven't really gone in to tweak their distance values that much. I tried to keep it as subtle as I could without sacrificing visibility too much, although in a way it's also part of the level design since you have to learn to read moves even if you can't see everything.
I'm glad to hear that the moveset is intuitive to use, makes it worth the effort in designing it to be that way.
I probably need to add some kind of hit list to prevent wall jumping from being repeated on the same things, but another idea I was considering but didn't have the time to implement was more anti-air moves that would catch you if you tried to stay up for too long.
To be honest, I can't even clear the 2nd boss that consistently myself, so yeah, it's actually really hard. Also, my next bosses will probably be even harder, since they canonically are ordered in terms of strength, except for the tutorial boss who's not really part of that ranking in the story.
Once again, thank you for playing, and thanks for the great feedback. Really happy to see someone finish the demo.