Oh jeez, you're ganging up on me all three at once now? Nah but seriously, thanks guys, you really went out of your way.
I don't know how to respond properly to a long video like that, so here's a wall of text.
00:55 - Regarding the name's pronunciation, my bronze age Greek isn't good enough to correct any of you, so don't worry about it.
02:00 - I appreciate the compliments, but the menu is basically unchanged since last time.
03:38 - For the record, the intended way to play is the Combined Attack mode at the bottom.
04:15 - The "coward" not attacking the orb was due to the other enemy that was already engaging you. The game controls difficulty in part by not letting too many enemies attack at once, and on wave 1 there's only 1 attack token and 1 self-defence token available.
05:20 - Rain didn't break; weather is determined when you die or change mode. (probably should have added a button to reset it for testing)
05:40 - Hair: It's not dreads, it's me not knowing how to do hair any good. It's supposed to be just regular short (for now) black hair. though now that you mention it a Nameless One hairstyle would be a fun reference.
06:55 - the yoga ball is there for very technical reasons, please show it all due respect.
10:21 - I really gotta explain the ground dodge better in game, but fortunately fafafa was around to fill you in.
12:17 - Having the announcer yell out how well you were doing did work pretty well for DmC and DMC5. I don't know if it'd fit here though - OBF is about efficiency, not style.
13:12 - I'm planning to have more than a single location/arena, but depending on how things go I might release an early version with just a single arena, like a Devil Daggers or standalone Bloody Palace from DMC, then put out a new and improved version with more progression.
14:30 - The player being naked and the enemies being clothed isn't for lore reasons - The enemies are using a new and improved skeleton and model compared with the player (and the A-posing enemy), which is why the player doesn't get to wear clothes atm. Also, the enemies only use the clothes model so I could test the enemy variation system - once I get the models ready, sfw-mode enemies will be sfw because of mutations or wounds or otherwise messed up in a way that makes them "sfw". (if you pay very close attention, you can also see the enemies have slightly more realistic proportions in areas like the waist)
15:55 - You're not seeing a lot of sun cultists because I turned down the prevalence of the enemy models that were references to other games; I'd planned to have some new variations to show off. But I ended up not having time and I forgot to increase the spawn rate again.
21:55 - Speaking of which, it seems your streak was ended in no small part thanks to the efforts of your own creation. Kek.
23:10 - Oh that's an interesting bug with the pathfinding. The game isn't intended to ever spawn quite that many enemies at once, so it's not game breaking, but very nice to know about.
25:00 - The strikes counter just shows the number of lives the orb has remaining on the screen. It's disabled in game modes where the enemies don't attack the orb, or if god mode is on, so it didn't do anything for you guys.
The loose camera is very loose, yeah. It's an attempt to make a Dragon's Crown or Golden Axe-style camera work in 3D, but it hasn't turned out very well thus far (which is why it's not the default)
26:52 - You guys are too kind to me. Watching you play though, I kinda have to agree when I remember how my very earliest builds were breaking left and right.
To summarize, thank you all so much for the feedback and the video. It really helps.