Thanks for playing!
- I guess I could add more damping to this? It seems like there's an issue with walking towards the camera, which isn't something that I ever tested. I think I can try to implement a separate target object that follows the character rather than having the target be parented to the root, since I know some of my root animations can be a bit jerky.
- I had planned to add some kind of mouse-wheel zoom control before, but I couldn't think of a suitable mapping for the controller and it just wasn't a particularly high priority feature at the time. I think now that I have a settings menu set up I can just move it in there, though. As for this being the default zoom, that was a concern when I initially set it to be so close, although now I realize it's probably also an important setting to have for accessibility reasons, so this will definitely get some changes and settings.
- Definitely, I don't know how I didn't think of this until your comment when I've been using alt-tab in-editor to free my mouse too
- I think there's some considerations for unwanted mouse movements and controller drift that I need to test out first before I add the device switching code to that input, but it should be possible.
- Only the locomotion state is affected by the jump exit time, it shouldn't affect any other actions. But I'll try adjusting the exit time to be shorter, or add some interrupts.
- This definitely needed to be separate animations; there's the action where she's transforming (no halo) and the action where she's transforming out (red halo), and only the red halo can be interrupted.
- It's about 4 healthbars if you count each stance break as one, but unlike Sekiro where deflecting is your main option, this game also has weapon clashing (parrying) that does a lot more break damage. If I shortened it down to 2 health bars, it's possible to beat her in less than a minute by using parries, so the problem here is that the game doesn't teach this mechanic at all right now.
- Yeah, this was a pain point I'm very aware of. I'll try and get a fix out for that by this week.
- This is intended behaviour, but I should probably add a setting for it somewhere.
- I think the interval between weapon changes are quite short, which should alleviate some of the waiting. There's definitely a crazy amount of attacks (I say that as the person who had to implement and animate them myself) and it's still missing some big attacks I've been putting off, so this aspect will probably only get worse. However, since blocking is quite lenient and the player's mobility is high, I feel that there's enough opportunities for a patient player to observe and learn the attack, even if there are a lot of them. (also padding for gameplay time haha...)
Ultimately, I expect the kind of people who'll play this game to mostly be Sekiro vets looking for something even more challenging, so I think it's good if it's already managing to be difficult to seasoned players at this early stage. I'll definitely be adding another simpler boss before Louise, and maybe he'll be more like Hanbei the Undying as a kind of tutorial/practice character for those who aren't already familiar with Sekiro.
Thanks for the thorough feedback!