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(+1)

vid: 

tl;dw: I really like the aesthetic and the idea, but the execution is very rough (as expected at this stage in development)

3 takeaways assuming u didn't watch vid

- camera control nonexistent; its just not viable in the current climate and hasnt since... idk 2003, you need camera controls in third person games unless its fixed perspective

- bullets are very weird, it feels bad to shoot because bullets are spraying all over the place, not hitting target; bullet creation possibility tied to animation frames? i dont even think you need bullets at all, probably hitscan but thats your decision but as it stands right now its awful

- dodge feels bad; imo dodge should have iframes, it doesnt, it feels bad when you go to dodge something and still get hit you can limit how much the player has access to dodge by giving them like a meter or making it slower the more you dodge in succession, but the base dodge itself needs to feel good to use

my biggest suggestion is just research other games and find out what they're doing but i REALLY think this has tons of potential dude, great idea 

Thanks for giving the demo a try. The controls are indeed clunky and the lack of a camera is terrible (cinemachine is on my todo list as you mentioned in the video, currently I have a simple follow script).

The two gameplay comments you mentioned I also agree with,  the dodge does need some invincibility frame-which is something I missed out completely.  Also the player's bullet speed is too slow which needs speeding up. As you could tell the whole gameplay within the demo needs A LOT of polish.

The martinis as health pick-ups was a nice suggestion  :)

Thanks for the video (I did give it a watch)