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(1 edit)

My first impression was that both the boss and the player might need to have longer i-frames after being hit. It felt a little cheap to be able to spam hit the boss during its first phase and similarly, it felt a bit cheap when the boss spam hits the player by simply touching him. 

I also found what I think might be a graphical bug? If you dash through the level transition, the ghost-effect from the player kinda lingers on the wrong part of the screen for a split second. 

Other than that, playing this demo was great! The controls were snappy and responsive, feedback on attacks and such felt nice, the boss had good overall mechanics and a fair telegraph on its super attack. 

Very well done, my friend! 

Thank you!

I definitely have felt the i-frame issues you were seeing. I have a few thoughts on what is needed there, so I will be trying to address that.

Good catch on the dash trail bug. I was aware of that in a more peripheral way (it affects other things like the jump/land dust effects too), but just haven't made time to address it.

Thanks again for playing and for the great feedback!