Thanks for playing and for the extensive feedback.
Some things I agree with and some things I don't, but I wrote a few things down on the design doc and I'll respond here as well.
imo though, as this stands (wong mode) dosent seem an "hard but fair experiance for lvl.40 wizards", but just badly designed. you dont have much content so you stretch by making your players die in three hit. I get it. imo that kind of thinking is not something you should have ever, but expecially while testing.
I wouldn't post something like this as a Steam demo. However; I will build a game that I have fun playing first, and scale it down properly after that. Until then it will be "Wong mode" and whatever concessions I can quickly cobble together for the "easy" mode. You are still welcome to criticize the game for what it is and I always appreciate it. I'll just have to figure out what feedback is actionable. And to be fair I'm at a point with content where the agenda for the next DD could be dedicated difficulty modes.
Tutorialization will likely remain bad for longer and I should probably just include a "How to Play" wall of text in the pause menu until the game is mostly built and the mechanics are locked in place.
Also I didn't "stretch" anything. The "Wong mode" is already toned down in many ways (including enemy damage) from what the game was just a week before this DD.
> in the last gated encounter of that level, second wave enemies spawn with a great deleay and you can die by "waiting". worst feel ever.
Yeah I agree. I'll stop health drain for those. The "easy" version has no passive health drain at all along with moves being cheaper.
> if you "are dyng" and life paticles ae coming to you, they should save you, and not not-heal your dead body
I agree that it's annoying. I think I'll do a grey health system where if you run out of energy completely, you'll die in one hit until You build it all back. I could also buff and nerf some moves and add a cool shader while in that state.
> walking is super slow for no reason, i really dont like it. since dash has not cd you wanna always dash. since you lose hp with time, walking is always a losing move.
I do feel like dashing is too strong and negates traditional footsies, but I also want to keep the walk speed slow and not add a cd to dash. I'll have to think about it.
> classic melee combat is assigned X Y for punches (Y strong); A B for kicks (B strong). you swapped contorls that are the same everywhere for no reason
Was not an arbitrary decision. I originally had that "standard" control scheme. I could setup the other one as a template at some point.
> overall i dont like that enemies kill you with three hit
I think I agree. At least I'll want to have more clearly weak enemies.
> i like that you can duck under the big puncher enemy, imo it should be introduced before the signpost enemy; not after
I had a better introductory enemy in the works, but it didn't make the cut. Would've made for easier enemy groups as well. And I try to keep the crouch relevant.
>(nice yamazaki reference)
Who?