The "Stamina" mechanic does nothing. So is 'Roll'. it's completely useless. Enemies has no indication of attack. Different weapons also useless because everything dies in 1 hit regardless. I don't get why anyone would call this game good. You should've spent more time on actually put in some thought in gameplay rather than voice over.
Viewing post in Dusk of Emulch jam comments
Sorry that you feel this way.
Stamina actually makes you unable to attack if you get below a specific point, I decided to not include the roll in stamina due to balancing. Stamina also makes enemies be able to attack x amount of times until they need to retreat and recharge. Not all enemies dies in 1 hit, there is further down in the quest line multiple enemies that need multiple hits. Yes I could have spent more time on actual gameplay and mechanics, but writing an AI, quest system, event triggers, combat with multiple types of enemies... Actually building quest line, that also is about 2-3x longer than you played as "everything dies in 1 hit" would indicate. The enemies is 100% dodge-able and due to having immunity frames during roll, as can the enemies dodge your attacks.
But yes, I could have focused a bit on gameplay.
You don't need to be sorry for anything. I'm not "feeling" this way, don't get me wrong i'm not angry or anything. I just trying to help with critique.
"Stamina actually makes you unable to attack if you get below a specific point" - why? it does not have purpose. Stamina mechanic requires multiple ways to use it to add strategic element on when and what ability to use in the moment or won't let you spam abilities. Applying this concept to your game we can clearly see that it makes no sense, spam autoattack is completely justified by long swing.
"Stamina also makes enemies be able to attack x amount of times until they need to retreat and recharge". - The point of enemies using this mechanic also didn't work because it is again doe's not anything to the gameplay itself, even more I was thinking that is just bad AI when enemies stopped attacking for no reason.
"Not all enemies dies in 1 hit, there is further down in the quest line multiple enemies that need multiple hits" - regardless even in this section of the game weapons changing 3-4 times with 0 changes in gameplay itself.
"Yes I could have spent more time on actual gameplay and mechanics, but writing an AI, quest system, event triggers, combat with multiple types of enemies... Actually building quest line, that also is about 2-3x longer than you played as "everything dies in 1 hit" would indicate. " - You could've save yourself a lot of time and effort by cutting out features that your game idea doesn't need. You spent a lot of work creating a "Set of features" not a "Game". No one cares how long game is if it's not interesting or fun in the first place. Again i'm not hating .
"The enemies is 100% dodge-able and due to having immunity frames during roll, as can the enemies dodge your attacks." - same stuff here, yes I didn't play game "far enough" but it does not do anything to the combat itself. You either killing by pre-firing without taking any damage or getting killed by to many enemies from all sides there is no in between. Also they didn't use "Role" to actually dodge my attacks, they were only charging in with it.
I really hope this would help you to improve. Again do not take this feedback personal.