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I had fun figuring out the timings on deflects. The best part of that was realizing I could get a better reward for counterhitting the boss. It reminded me of God Hand's counter hit system a little although much more subdued in terms of what I get as a reward since they still continued their combo sometimes. To be honest these two tools are so powerful I barely engaged with the rest of the mechanics you had. The only point I found for using the projectile was to teleport to the boss at the start or do deal damage to the knocked down boss after a riposte which I felt couldn't be intentional (but should totally be kept in). I've never played Sekiro though so I don't know if it's the same in that game. I'd definitely be careful with making parrying the only strong mechanic since it feels so passive.

I only found out that you already mentioned the AI was random after I had beaten them so I was prepared to talk about how inconsistent their behavior was. I couldn't tell what the difference was between her forms since they all tended to use all 3 weapons the same way. I also couldn't figure out their poise which made me play way too safe and barely ever attack since I figured she would just armor through everything unless she was specifically in Dark Halo mode charging into Human mode.

The poise being so obscure made me never want to commit to longer attacks or try out other mechanics out of fear of screwing myself over. Maybe her poise could only apply to the beginnings of specific attacks (like the great sword) so I could be encouraged to whiff punish still.

I'd like more responsiveness out of my other evasive moves like jumping away and running, I felt so suckered to the boss in the current state of these moves and opted to just stand there and deflect instead of doing anything else. Might just be my bias towards games like Ys or Wonderful 101 where I'm running around the entire arena while fighting, probably the benefit of having a fixed camera angle so far away I guess.

Overall I like the idea of the game and I'm interested in what comes next, especially if more comes out of interrupting the bosses.

Thanks for playing, I'm glad you enjoyed it!

I never actually finished God Hand, but I heard of counter hits recently while doing research on existing mechanics but never found the time to try going back to the game (got filtered by one of the early bosses back when I first tried it lmao). Parries have a strength level to them which dictates whether or not you get interrupted. Most attacks are around level 2 or 3, and you only get interrupted if your level is lower. This works both ways, and the intent of it was so you could exploit longer combo chains by parrying multiple attacks for more damage by drawing instead of only being able to parry one hit and breaking the whole combo. The charged attack inputs and the leniency in combo input windows was meant to allow players to be able to delay and time their own combos to match up with the parry timings without having to stop attacking, but in practice this is too difficult to pull off (even for me)

Parries in their current state are extremely strong, but I'm not sure where to put it as far as the difficulty risk/reward curve goes. Some types of parries are very difficult, and they should be rewarding if you pull them off, but waiting for a specific attack you know you can parry shouldn't become the degenerate strategy. (Although I'm perfectly fine if someone is able to parry literally every single attack in a row without stopping because that's the most extreme level of learning the boss. Can't say I'll be able to make it totally possible, but I would like to see someone try. )

It's somewhat of an oversight that you can damage them while they're knocked down, but it actually affects the player as well since they're using the exact same code. (However, the player is able to dodge out of it while the AI does not.)

I still have a lot to learn when it comes to animating, but I'll try adjusting the speeds a bit more to make it feel different. Poise is a very problematic function to design around, because it's really hard to convey to the player without just showing a number, and it gets even worse when it's modified in any way. In the current build, Louise has 25 poise in base form and 50 when transformed, and most player attacks deal 10 poise damage, which means it goes from ~3 attacks to flinch to 5 when transformed, but I doubt anyone could figure that out exactly just from playing. I think some passive poise is necessary to prevent stunlocks, and there are some active poise (super armour) actions in the game already, but doubling it to 50 was probably too much considering how sensitive this mechanic's numbers can be to change. 

Could you elaborate on the part on responsiveness? Is this about the landing animation from the jump taking too long, or the step dodge being too short, or something about sprinting? I haven't played an Ys game, so I'll see if I can try it sometime soon to see what you mean.

I ran into the same issue with showing poise in my own game before taking it out completely recently so I definitely get the struggle.

The responsiveness thing might just be from watching the character still face the enemy when I start holding the run button and holding away, making me want to mash jump to get further away before seeing my character face the direction I want then to run. There was a little jerkiness to seeing that happen with the camera and player still being near the boss after trying to escape.