>Enemies Run Inside you
We actually just fixed that a week ago. I think it made it into the latest build. Fun story on what happened there, the AI has two modes of movement: waypoint mode & fight mode. In both modes, we feed it a position and the AI decides how to get there. Waypoint mode is obviously just "walk straight to that point and await further commands" where as combat mode "Calculate strike distance. Use sidestepping maneuvers as necessary. Keep guard up." Guess which mode the AI got set to accidentally?
>Teleporting strikes
This is a mixed bag. It was an accidental feature at first of having a "power strike" where the speed impact of the hit took the quickstep into the math. We fixed it one time so that didn't happen. But then at our next public demo, a lot of the repeat players mentioned they missed it. We're still debating on whether to leave it in or not. One of our ideas of making it a "close line" maneuver where it doesn't damage the enemy, but flips them or throws them back.
>Enemy neck glitches
It's on the TO DO list, but since it isn't negatively impacting game play, it might be a while before we get to it.
> Teleporting/Dashing
This is one we keep going back and forth on. In previous builds, we had multiple teleport spots all around the arena so you could pseduo freely move around. Some liked it, some didn't. Some got confused by it. Thanks for the suggestion to check out Aeon. We'll look into to see what ideas we can borrow. We've done a lot of public demos gaming expos, I think we've had over 500 random people try it . The general consensus is that for a brawler, people preferred dash based teleportation instead of instant teleportation, and for a brawler, they preferred head based dashing instead of controller based. So our next point of R&D is to see how we can implement more dynamic locomotion while sticking with those control constraints.
Thanks again for the feedback! It means a lot to us. We're a small, 5 person team. So feedback from experienced VR players is invaluable to us. Majority of people at expos are new to VR so they can tell us what they liked and didn't like, but they don't have enough experience to enunciate their suggestions.
Do you have a green screen setup for your recording? We've been wanting an excuse to implement mixed reality capture for our game, so if you have a green screen setup and are intested, it's something we can implement sooner rather than later.