Morning Phase
- Design-wise, the game looks great. I really like the atmosphere, and the art style is very appealing.
- The walking controls and camera movement feel a bit wonky and could use some polishing.
- The chicken NPC is cute, but it would be better if its movement varied instead of just running in circles. I also wish there were more NPCs with unique movement patterns to make the world feel more alive.
- Story-wise, it feels a bit strange that I'm a vampire who can freely walk outside during the daytime. It would help to add some explanation or mechanic related to that, such as only being able to move through shadows.
- This is a much bigger feature request, but it could be interesting if shadows shifted throughout the day based on the sun's position, forcing players to be creative with their pathing.
- I would also like the ability to use vampire abilities during this phase, such as attacking the chicken or other NPCs.
Bar Phase
There are two major issues with this section:
- If you fail the interaction, you cannot retry it because the NPC disappears. I'm not sure what happens if you succeed, since the mechanic currently doesn't seem to work properly.
- After the dialogue ends and the timing circle with the green and yellow sections appears, the game stops functioning correctly.
- When pressing Space while the arrow is pointing at the green section, the animation still results in a miss and the bottle is not caught.
- Pressing during the yellow section also results in a miss.
- Ignoring the timing circle and trying to estimate the timing manually also results in a miss.
The animation timing seems to be out of sync with the bottle. I would suggest either:
- Fixing the timing so the visual indicator matches the actual input window, or
- Changing the mechanic so the bottle is only thrown after the player's key press. If the player hits the green zone, play a successful catch animation; otherwise, show a miss animation.
Night Phase
- I don't really like the menu structure. There is no explanation for the "Skills" and "Items" tabs, and I think all player actions could be placed in a single menu to reduce clutter.
- As long as you avoid using the skill that costs 25 HP, combat is very easy. Simply hitting the yellow zone most of the time is enough to win.
- It's difficult to tell whether a parry/block was successful or if the timing was missed.
- Combat feels too long and becomes repetitive fairly quickly.
- The camera position during combat feels off and could be adjusted to provide a better view of the action.
- Since the timing circle is already used for attacking, it would make sense to use a similar mechanic for parrying and blocking. This would make the combat system feel more consistent and easier to understand.