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(+1)

I played up to the point where, after battling several enemies in what looked like a castle, Kiro was struck down by a surprise attack during a cutscene.

Battle System

To be honest, I didn't really understand it at first — right up until around the fight with the boar. But once I got the general idea, I found the battle system had a really strategic kind of fun to it. I think the way to enjoy it is to think about two things: "what's the right action to counter the enemy's move?" and "how should I adjust my timing (using swap and so on)?" (apologies if I've misunderstood). I found myself playing while wondering things like, "What happens if I deliberately attack a guarding enemy to shift my action timing?" or "Wouldn't it be better to swap here and let Kiro act?" In other words, I felt it has real potential for puzzle-like play.

Story

The way the story unfolds was much to my taste. The scene where the dojo burns down, in particular, was sudden but a pleasant surprise. The developments after that let me feel the Master's sorrow and made me want to root for the characters. There was never a moment where the story's progression or a character's actions felt off to me. The scene where — at least as I understood it — Kiro thinks about their mother while the Master thinks about a child who can't return to their own mother felt very real, and it's one of my favorite moments. Since English isn't my native language, I apologize if I've misread anything.

Music

I thought it suited the game's atmosphere well, and I enjoyed it.

Sprites

I liked how the character sprites move and convey a little of the characters' emotions.

UI

I never had any trouble with the controls. I think it's a good UI.

Things I noticed

  • The introduction to the battle system felt hard to follow. During the first fight against the animals, I was left wondering, "What's the correct move here?"
  • Since I couldn't fully grasp the battle system and its rules, I wished there were a way to re-read them at any time.
  • The mechanic where you slow down when walking on grass conveys the "this looks hard to walk through" feeling well, but personally I found it a bit of a chore.
  • I ran into something I couldn't tell was intended behavior or a bug: the enemy attacked the Master the moment it became Kiro's turn (i.e., when I was able to select a command). I suspect that when the action timings happened to line up exactly, both actions ended up executing at once.
  • On the battle screen, it looks like an enemy in the back is being drawn on top of an enemy in front. It's not a critical bug, but it caught my eye, so I thought I'd mention it.

All in all, I had a great time playing. Thank you for making such an enjoyable game!

Thank you for playing! I'm glad the battle system eventually worked out for you, although I'd love to make it easier to learn before that first boss. If you have any suggestions for improving the tutorials, I would love to hear it!

(Side note, attacking a guarding enemy on purpose is very clever, I've never thought of that!)

I'm glad you enjoyed the story, especially since it isn't in your native language. That definitely gives me the confidence to move forward with that side of the project. 

This is helpful feedback. Thanks again for playing!