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Echoing the other critiques about the heavy strike aside, I feel like there's a really interesting game lying underneath all this. If it were properly balanced, the way to play the game would be to stay far away from your opponent, and then swoop towards them at the last second, timing your strikes so they land during a cooldown for them. I feel like that basic component has some legs but the game here is a bit too simple to make use of it. 

I really appreciate this thoughtful feedback! You nailed exactly what we were aiming for with the core combat loop. I agree that the depth isn't quite there yet and the heavy strike is overshadowing it. I’m currently working on rebalancing and adding mechanics to make that 'hit-and-run' playstyle more viable and rewarding. Thank you!