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Glad you uploaded, was hoping for a chance to get my hands on this. The character models and animations are top tier, very appealing. But I think there is a lot more that can be done with the core movement and then especially the combat. The thing about having such polished visuals, is that they are sort of making a promise to the player about the level of polish in every other aspect of the game. Getting the core movement just right will do justice to the models, and then allow you to get the combat right.

Your closest neighbor here is probably Bloodborne, with the melee combat and gun based parry system. I think it would be very worth spending some time playing that and really observing how the camera moves and tweens to position. Your camera by comparison seems to be perfectly locked on to the character, which makes it feel very stiff. When you move your character forward, it feels like they instantly switch into their top running speed, instead of building into it, and the animation instantly snaps into full run. If I move left and then right, the character near-instantly flips their speed and character model back and forth. When I jump, I'm instantly moving up in the air (often doing a little glitch shift towards the top), then when I land its just right back into the running animation.

It's all these little things, added up, which prevent the character movement from feeling visceral and good and fun. Players might not be able to enunciate all these things, but they certainly notice them. Good player movement is a result of having hundreds of little tricks and transitions and effects and so on. If you strip away all the graphics, and just have a capsule collider moving around a bunch of boxes, what are you left with? A capsule that just perfectly translates control inputs to movements is not fun. The goal is to build the illusion of an actual physical thing, with its own constraints and mass and momentum and abilities. Something that the player can learn and master.

Once that is tuned in, then getting combat to feel good is its own process. But movement comes first, in my opinion. I hope this isn't harsh, you just have such slick models and concepts here (the player waking up when you click start demo is the kind of little detail that is fucking brilliant). The character design is the best in AGDG. I really want to see the gameplay be brought up to par with that, in which case I have no doubt this game will succeed. Good luck.