The Steam version also has more content available as well as some balancing.
If anything, I'd say the Itch version makes a good demo to play if you want to try it before buying it on Steam.
Yeah, I think the main reason melee seems difficult is because it's much easier to avoid close-ranged fights as a magic user, being able to stay at a distance. I think their charged attack are fine enough and I do like the fact that their charge attacks can change between staves. I think their biggest damage comes from Fluxbolt, that one that can hit 3 times with an explosion, as it's surprisingly powerful and can shave off a single opponent's HP very quick. They're also completely able to move and dash around while casting spells, which makes it very easy for them to keep a distance.
I do find a lot more fun in trying to follow the enemy's attacks to parry them, so that's probably why I put up a whole warrior paragraph, hehe. Mage is also pretty fun when it's easy to make enemies explode with the damage Fluxbolt is capable of outputting.
Atlyss is definitely very fun though, looking forward to the future as well!
I've been getting into the game and, as someone who's gone in both light and heavy melee builds, I don't think melee is that difficult to deal with.
I find melee to be a type where you have to be in constant movement weaving around your enemy's attacks. If that fails, then blocking attacks is always an option. You can also perform a Parry by blocking soon before the enemy's attack reaches you, which can force a stop onto the enemy, allowing you to get a few hits in. Especially useful against the Mekboars.
In case of groups, weave around them, dash inside, use a skill and hold that Block button to keep yourself safe from retaliation. If before the class change, weave around them and try to hit them while staying on the edge of the group or use jump attacks often to keep yourself in movement.
Also keep in mind that Blocking is practically also a cancel, you can use at any time when doing something else. If you think you've got a bad timing on an attack and you're about to get slapped hard for it, use Block to save yourself the damage at the cost of some stamina.
If blocking seems like a bad idea altogether, dashing right before an attack reaches you will force a miss. The timing to do that is much tighter than Parry though, I usually try to avoid that.
Long story short, I don't think that melee is much harder than magic, but it definitely does need practice and some knowledge about the various defense mechanics. And in the case of heavy weapons, I recommend using jump attacks to initiate fights, especially after class change because knockback, then using that distance to prepare another one. Parrying is also a good idea as it will give you time to respond with a heavy weapon.
I hope that helps.
The game should be back in a normal state when you restart.
It's a horror minigame. Most of the doors in the building you are in will have been opened and you need to close them before time runs out (you will hear a fast tick when you're running out) to prevent the boogeyman from entering.
As far as I'm aware, neither succeeding nor failing bear any consequence. Your view will just gain a distorting effect for a bit and then come back to normal if you fail. And you just go back to normal after a chime if you succeed.
All in all, it's just a little minigame about closing doors. No need to rush if you do play it either, you've got quite a bit of time. Don't leave the building, though.
I can't say a whole lot about gameplay itself since I haven't managed to join up with anyone, but there are things I can say on the technical side.
For example, I have noticed you keep the mouse cursor visible at all times, allowing you to interact with interface elements easily. However, when I tab to other windows then back in, the mouse cursor will disappear, making interface harder to interact with. May I suggest Tab also toggling the cursor's visibility as well? That way it may not be an issue.
Maybe allowing a key to have the game focus on the chat's textbox could be useful too if you want to talk quickly without locking the interface entirely, which I imagine would be useful when in imminent danger.
Have you tried briefly pointing at the one you want to interact with? They now only respond if you select them by pointing at them this way (they should have an arrow above their head when selected).
Not to mistake, a lot of stuff are broken due to the sudden injection of the physics engine that was probably not thought through, but that much should be working.
I've given it a run just now, and I'd like to notify of a few bugs I've encountered:
-Bathing the loli won't work, as the loli will switch to her bath "form" as soon as you point the bathtub, and she won't get inside it, which means the bath can't be done at all and the loli will keep behaving as usual while still being naked until you reset her clothing.
-Giving the sunhat to the loli will cause a huge collision glitch between her and the hat as she puts it on. This may send her flying in various directions, though one occurence had her completely disappear.
-Sometimes when having the loli follow you, she may produce footstep sounds despite standing still.
-I unfortunately don't know how to accurately reproduce this one, but I've had occurences where the loli's AI just doesn't manage to get up. It went from them trying to stand up but falling again, to not beine able to initiate their standup sequence at all. Most I know is that it worsened everytime I re-opened the game until I made a new save.
-If a lot of items are put into a handbag, the loli's eyes will rapidly shift around, shaking her head as well if fast enough. The more items, the faster.
-The loli also appears to now be unable to get on the bed to sleep. She will just go to the side of the bed and try to crawl on it from there, but will stay stuck on the side of the bed without some help.
I'd like to note I am using a desktop for this one, not VR.