A pretty respectable competent 3D combat RPG.
From the get-go it was sort of hard to figure out the controls, thankfully there was an option to look at the control set-up that I found out by pressing escape on my 2nd try...
It seems everything worked as intended, though having the basic attack with the space bar be a random combo attack with a single press just didn't feel intuitive. I know you could animation cancel with the dodge at almost any time, but I think having ONE attack/combo would have been a better choice in this situation.
Also I think it would make it feel a lot better if the enemies had hit stun, since every time the turtle character did a long combo, the enemies were almost always guaranteed a free hit when not actively dodging at every swing.
I just resorted to spamming the special attack option over and over. I was seemingly invincible during the animation and had a wide area of attack that was imperative in large groups, and was fairly cheap to continue doing so since every kill netted you back 50 MP.
I think the enemy experience points being the same across the dungeon, despite them apparently having widely differing health pools and harder hitting attacks, sort of made continuing on a bit of a slog at times.
Which leads me to a POSSIBLE bug with the save system you have implemented, every time you load a save, defeated enemies come back, so you can potentially farm the first area that have weaker enemies, save, then reload to get them all back again... I'm not sure such a thing was intended, but just somethin' you should know.
Overall, I think what you have here is shaping up to be somethin' fairly fun, it just needs a bit more polish here and there. Great job so far, I hope you continue to work on this down the line.
Viewing post in The Return jam comments
Thank you for the thorough playthrough of the game and the very valuable feedback. I was aware of most of the things you mentioned and was not satisfied with them either, but was pressed for time toward the end. I waited too long to really test the game properly. Many of the things you mentioned were just poor planning and design on my part in the beginning. For example, the bug you mentioned with the save system was something I caught too late and decided would just become a feature because I was not happy with the way the game was balanced, so I decided to leave the possibility of revisiting the earlier, less difficult enemies as an option for leveling.
All of your suggestions will definitely be at the top of the list of things to improve. Thanks again for playing the game and providing insightful, constructive criticism. It is very much appreciated.