thanks for the feedback!
for the enemy ai; green and red ninja and the 3 red variants of samurai are specifically a lot more passive with their ai. it was part of the work done on being able to make more specific playstyles for enemies with the goal of having some enemies act more basic or simple. green ninja specifically are set to throw ninja stars on a loose timer and rush down occasionally with no logic on how to combo it, while the red samurai variants wait until they are attacked (or enough time has passed) before they respond, with the 3 variants having different amounts of pressure they give back. whether this is fully appropriate or not remains to be seen, but the white ninja and blue samurai variants use the original ai pattern (which is the default robust routine currently).
i'll keep this feedback in mind as i develop enemies more. there is a design space for simpler enemies to job for the harder enemies, but it may be better served by new enemy designs made for the part. the reason for the specific style they follow currently was matching to the attack pattern style present in the original jam version of the game to see if those designs could still be made with the enemy behaviour tools in the game.
(partially it may be the case that green/red ninja are fine to be very easy and passive but are also currently overused in the few encounters on offer, there's a lot to do with this topic)
the first variant for witches don't have any attacks other than the support aura currently, though they are supposed to try and exit battle if they find themselves alone, though there seems to be detection problems for it
red thread choker 1 has some code rot to it. it _does_ have audio, but is missing layers; the soundtrack fades between versions of the track depending on context, and RTC1 has only the main layer (no soft or heavy layers). the soft version plays when dialogue is running or the pause menu is active, which are the 2 ways to hear the track currently; if you speed through matsu's dialogue when it plays or play it in training and exit the training menu you'll be able to hear it. i've been needing to fix the functionality on the layered playback for tracks that only have 1 layer.
motion inputs on stick, i'm not sure; it doesn't use a separate system, and trying on a switch pro controller myself it seemed fine for the most part. so the analog sticks get read into the input system as an 8 way value, with each axis on analog needing to be over .6 to register for the direction, so it may be that it's picking up extra directions like diagonals funny and messing up the sequence. i found the double-quarter-circle super input (236236) to be a little tricky on stick sometimes
again thank you for the feedback, i _really do_ appreciate hearing that the meaner versions of the enemies are missed