oh shit, I forgot to remove the vibration because it doesn't work on my controller over wireless so I never even noticed it was still around. Gonna upload a new build later on to just disable it for the time being.
Thanks for playing!
Yeah, the UI for the tutorial is really unpolished. I'll probably fix it after DD when I get around to doing a proper UI design pass. The disabled button used to be hidden, but doing it that way would cause the layout to shift around when I unhid it and I didn't bother trying to fix it properly.
For posture recovery, there's 2 important aspects to this: the recovery delay, and the actual regeneration rate. The delay basically isn't ever changed, but the regeneration rate does change if you're blocking. Aside from the basic recovery, dodging attacks (iframing through them) also recovers a little bit, and there's also a really strong recovery over time effect that gets triggered whenever you parry. Enemies only have the basic recovery rate (for now).
I definitely need to take another look at the deflect systems soon, since it was doing really badly with the fast attacks back when I first added it, so the current version is just functional enough that I'm able to mostly reliably deflect it.
I'd have to see a specific example of what you mean by the awkward lighting, but the shader does support the cel-shading ramp map, it's just that the ramp used has softer blends instead of hard boundaries. I think some of these are just simple gradients, though.
Congratulations!