Thanks for playing!
- Yes, that's part of the plan. I meant it that you could easily combo switching back and forth between different weapons, but I realize I need to tweak things to make that more easy to pull off. Later on, you'll have more swords, pole-arms, and blunt weapons available, so you could mix and match what 3 weapons you have at the ready. Ideally I'd make it that each weapon has a different moveset (i.e. a Schiavona having different attack animations from a Falchion, even though they are both of the one-handed sword variety). I plan that the player could even make the 3 attack buttons assigned with only swords (of different types), or only pole-arms, or really, any mixture that fits their liking.
- I received similar feedback regarding dash after attack. While I'm not thinking of input queuing, I was thinking of letting the player phase dash during the recovery part of an attack animation (I had that disabled because I think it made fights too easy, but I'll experiment with it more).
- You can phase dash through anything that's not too thick, and it just so happened that the brick pillars were thin enough. I might just keep it that way. As long as you can easily tell where you'd end up in, I don't think it's wrong. Perhaps later on I could design stuff like secret rooms accessible by phase dashing only.
- Sounds good, I'll make it that the fire effects die off if the impaling spear is left intact but the impaled enemy died.
- Spamming LMB and it causing the player to keep repeating the first attack is not intended. I think it happens right after you dash. I'll look into it again. But to use it to discourage button mashing? It's an idea worth exploring. But I bet there will be people who won't get it and just complain that their attacks don't work.
Thanks again! Glad you had fun with it!