The pacing is too slow and boring, and you have to wait too long to get into gameplay, got it. I think your comment about 'throwing people into the action right away' part is a bit subjective, but I do appreciate the feedback. It's really hard to balance the pacing so it doesn't fall in the extremes like 'too slow and boring' or 'too fast and confusing', though. (I think my game somehow fell into both of these categories, being too slow and confusing XD) Since this is my first time doing this, I'm still learning how to get it right.
The gameplay was disappointing? How? Was it because the slow animation when you press aim? If that's the case, then it's already been fixed, but not released yet. In v.0.1.2 you will instantly go into aim mode without having to wait for the animation to play.
Or was it because the enemy keep getting up? Then I don't see what the problem is. It's literally just an enemy respawning system, but instead of making them disappear and reappear at the corner of the map, I made it this way to show that Mikka didn't actually kill any of them.
Or was it something else? I can't read minds, so I can't improve my game if you don't tell me what the problem is. If you don't want me to improve it, then why wrote that part of the comment in the first place?
I'll try to patch up the pacing and narrative problems in v.0.1.3 so it doesn't take 20+ minutes to get into the gameplay anymore. Would it be better if you can move around and talk to people to advance the story instead of using cutscenes?
Tbh I enjoyed the gameplay part so far in the playtesting process, but that's probably because I'm the creator. If even I can't have fun playing my own game than other people's not gonna have it. I hope the next version will be more fun overall, though, after the combat's been fixed.
Thanks for playing and commenting!