I think using fighting game-style inputs in a game like this is definitely innovative, that said, my experience with those is mostly just button mashing, so that might explain why I got filtered. I managed to pull out the gun a few times, but then couldn’t when I actually wanted to use it to break a box. That might be because the timing on the button presses feels pretty strict. I also noticed that sometimes I tried to do a high jump and it just wouldn’t come out (whereas the dash for example felt more forgiving). I'd also tone down the screen flashes a bit or at least add an option to do it. Overall though, it’s really promising so far and the presentation looks great. I downloaded yesterday’s build, so that might be why I avoided the slowdown issues other people mentioned(?
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Thanks for the feedback, good to hear that you got the game working. I have an option to extend input buffers basically done, just need to add it to the menu or config file. The high jump might have some edge cases that should work, but the input also needs to start from standing rather than crouch, which might just be a bit unintuitive.