i was skeptical at first when i came to the precise platforming with 3d but i think this game pulls it off way better than i expected, the main complaints i have is that the all white aesthetic makes it really hard to tell where you are and that the long hit stun makes getting back into the action take a bit too long. I also think its really cool having defensive options though i wish the moves interacted with each other in some way
thanks for the feedback! I think I became numb to the hitstun due to how long I tested the game with even more brutal settings, lmao. and I agree regarding the difficulty of depth perception in this shading-less aesthetic, it definitely influenced me to lean more into timing challenges than precision platforming.
oh and regarding move interaction, there is actually a pretty key interaction between parry and the dash-punch, it's explained in a tutorial room shortly after the second paper airplane. that said, I had your exact same thought regarding the dodge. unfortunately i just ran out of time to give it much of a purpose beyond (maybe?) being the fastest horizontal movement + its ability to hover if you do it off a ledge.