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(+1)

Rolling through enemies was pretty satisfying but the slow-mo did slightly mess up my mental timing of the roll cooldown. Some more stage/enemy variety might be cool to see.

Yep, I did have an inkling of players being thrown off-guard by the consecutive slow-mo, making them run into bullets the moment the roll duration expires. We would be implementing a better visual cue in a later version to solve this problem.

Thanks a lot for the critical feedback, and glad that you enjoyed it nevertheless!