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Yeah, all victims of too little time and being a one-man team.

The movement rate is something that I would have liked spending more time tweaking, possibly adding a dash or similar. Movement is tied to the internal tick/round system, like a rogue-like, and in the current implementation, it’s a trade-off between actions (attacks) happening too fast, or movement is slow. After the jam I might revisit that, possibly making the grid movement “softer” (while still on a grid), so it feels more responsive.

I also really wanted to add more SFX in general, e.g. attacking, getting hurt, movement, crackle from the torch/campfire, etc. It would be really cool to hear the monsters moving around in the dark. High on my list for possible post-jam improvements is adding more audio-visual cues to combat, especially when getting attacked from the sides and back.