Hey hey! I loved this demo! Here are some points of feedback;
- The charge-up punch could do with a little more feedback, e.g. controller rumble that matches how charged up the punch is and a low sine wave hum for an audio indicator.
- When charging up the punch, there should be a risk in doing so, e.g your movement could gradually be slowed the longer you have the punch charged, or after having the punch charged up without releasing for too long, it will automatically punch for you and then cause your stamina to completely deplete.
- Going directly from a charged fist to a block should have a risk. It feels like in an actual game this could be a cheap way to bait the enemy, reducing the skill cap, but this depends if you want it to be like this. Personally, I would prefer to have it so going directly from a charged fist to block would drain your stamina so you cant immediately go back to punching. This would obviously slightly reduce the pace so it's up to you.
- This one might be a bit far-fetched, but maybe there could somehow be a "Super Uppercut" that applies upwards momentum to the player, with a change of knocking them out of the ring? Just a fun thought I had.
A couple of bugs:
- There are particles that play on only the right fist, not the left when fully charged.
- Blocking does not cancel the particles after going directly from a right fist charge up to a block.
Anyways, keep up the great work! I'm loving the dev logs as I'm looking at possibly become an indie game dev once I graduate this year and it's super inspiring! Can't wait to buy the game when it's released :D