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>I'd often move my mouse in a direction and click to charge, but it wouldn't take affect, and by the time I clicked again the direction prompt usually faded and I had to try again.

Not sure what exactly you're referring to here. I've never had any problems with it simply not registering mouse clicks or the arrow disappearing too soon. There's a sensitivity slider if that's relevant.

>I often wanted to charge again but had to wait until the animation is done, which is annoying because I have enough in the world to think about than looking at the viewmodel animation.

You're right about it not returning you to the idle state as soon as it should, but certain attacks can be chained together as soon as the active frames stop.

>I'd change the health from numbers to a bar

It's a number because there are items that increase your max health, and a number is more readable when you're working with relative small numbers and enemies that all do a fixed amount of damage.

>Everything is too hard and fast, maybe it'd be better with a proper introduction and level design, but traditionally skeletons are supposed to be the easiest enemy in these games.

The skeletons *are* easy, though. You just have to not fight them from the front since they outrange you. Both of the melee enemy types in the demo are slower than you and can't hit you as long as you're moving and avoid getting cornered.