hey, thanks for playing!
- I am aware that the scope is ambitious and there's a million corners that I've cut. My goal is to provide a sort of super condensed mini-dark souls experience. Which means a much smaller game world to keep the smaller amount of content fairly dense and a shorter runtime.
- The colors are not too similar in my opinion but don't worry, they aren't final at all. the final colors will probably be a more cyan/teal tint for the health and an orange-ish yellow for the stamina.
- The attack combo expects you to press the attack button again after the swing starts (so when the hitbox of the attack is active) and before you're back to idle. I will be widening it significantly though since i've seen a lot of feedback on this.
- There are many ways to deal with the two enemies at the same time, and aggroing a single one is perfectly valid too. you can play footsies with them to lure them into a swing and then hit them yourself for example, or use your greatsword to hit both of them at the same time (i didn't really make it clear that you can use a different weapon to be fair). But anyway, i'll be adjusting how fighting groups works so it feels less prone to getting stunlocked.
- Those enemies aren't aggroing you behind walls, they're hearing your footsteps and inspecting what they heard, and then only aggroing (pulling out their sword) once they actually see you. But i'm gonna change it so they don't actually inspect sounds in different rooms from where they are.
- I plan on making this a very tight singleplayer experience. no multiplayer at all for now. Rigging and animating enemy types will definitely be the largest timesink but i have a few ideas on how i can cut down on that without sacrificing too much quality or variety. And again, the shorter runtime will mean lower enemy variety should feel fine.