Your Feedback Is Shaping Our Early Access! 🎮
[p]Hello, everyone![/p][p]Huge thanks to everyone who played the demo and provided feedback. Based on the most common notes, here’s what we’re improving and adding for Early Access.[/p][p][/p][hr][/hr][p][/p][h3]❓ Q1: Normal attacks and jump attacks slow my movement. It feels clunky.[/h3][p]💬 A: We intentionally reduced movement speed during normal attacks and jump attacks. It made combat feel sluggish, so we’re tuning those values. Attacking while moving will feel more natural and snappier.[/p][p][/p][hr][/hr][p][/p][h3]❓ Q2: Jump timing and coyote time are too short.[/h3][p]💬 A: We’re improving input responsiveness: extending the jump buffer, plus adjusting heal and crouch buffers during combat. Inputs should chain more reliably and feel smoother.[/p][p][/p][hr][/hr][p][/p][h3]❓ Q3: Boss patterns feel simple and easy.[/h3][p]💬 A: We’re rebalancing difficulty and patterns by analyzing each boss’s pattern data. Expect tighter rhythm and higher tension with improved attack tempo and hit reactions.[/p][p][/p][hr][/hr][p][/p][h3]❓ Q4: The hits don’t feel punchy. VFX/SFX are flat.[/h3][p]💬 A: Combat SFX are getting a revamp. You’ll hear clearer impact cues with each hit.[/p][p][/p][hr][/hr][p][/p][h3]❓ Q5: No quick map or minimap makes navigation a pain.[/h3][p]💬 A: We’re adding a toggleable minimap you can open during gameplay. You’ll be able to check your position in real time and read nearby terrain without swapping screens.[/p][p][/p][hr][/hr][p][/p][h3]❓ Q6: The opening is a bit plain and the first impression is weak.[/h3][p]💬 A: We’re strengthening early-game direction and story beats so the world vibe and Kisha’s motivation kick in sooner. Expect tighter pacing and a clearer hook from the start.[/p][p][/p][hr][/hr][p][/p][h3]❓ Q7: It’s hard to tell where to go. Hints and level detail feel light.[/h3][p]💬 A: We’re doing flow passes on certain areas: trimming dead-ends, clarifying confusing areas, and polishing environmental signposting so routes read more intuitively.[/p][p][/p][hr][/hr][p][/p][h3]❓ Q8: Boss phase changes aren’t obvious.[/h3][p]💬 A: We’re making phase transitions clearer with pattern shifts and tempo changes. Each phase should feel distinct, and the swap should be easy to read mid-fight.[/p][p][/p][hr][/hr][p][/p][h3]❓ Q9: Save points and map-open animations feel slow.[/h3][p]💬 A: We’ve adjusted those sequences to keep tempo up:[/p]
- [p]Save: Shorter Kisha animation. Plus, you’ll be able to cancel out.[/p]
- [p]Map: Faster UI animation so you can check it quickly while exploring.[/p]