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  3. Your Feedback Is Shaping Our Early Access! 🎮

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]
[p][/p][hr][/hr][p][/p][h2]🐈‍⬛ What’s next[/h2][p]These are the top-line changes from your demo feedback and will roll into the Early Access build. We’re also reviewing the rest of your suggestions as we push toward full release. Your feedback is the biggest boost to Fatal Claw. [/p][p]Thank you again for playing! 🙏[/p]