@lambdanaut Thanks! I think there's a couple directions this can go, but my main goal at the very least was to get most of the main systems in - I agree the fun still has to be tuned!
@sodap thanks! I didn't know if I would have time for AI, but ended up doing a quick thing where every 1-2 sec they choose a random action or move in a direction of the current player.
@jefvel thanks! I didn't have time to properly introduce the systems in the game and didn't have much time for balance, but using guard is the most straightforward way currently.
@ck656 That's good feedback on the camera follow! I didn't want the camera to follow directly as I wanted the player to see distance with the dash, but I also didn't tweak it as much.
@omiya-games not too harsh, I think it's good feedback. You address a lot of the things I basically ran out of time for haha.
I spent a long time on the dash but it's actually probably underpowered while the guard is overpowered. Technically you can dash past a wisp to get away from it, but this is really only possible with the white (jumpy) anibun (animus/anima was the root word I was thinking of). The dash probably needs something else like invincibility frames or may work better against other enemies (if I come back to this).
With the manuals, I realized I was not going to have enough time to cover the systems I had planned in the game that the player would understand it, so I added the manuals to try and hint the players with experimenting with the controls and figuring out how things where different. This is sort of possible if you experiment at first and just avoid the wisps, as killing the wisps currently progresses the wave. Originally I was thinking of having a character select screen and having more of an intro, but that's a lot of UI work that didn't make the cut haha. Another idea is to have a tutorial stage where I run through the different moves, but again that also made the cut.
The AI is pretty simple where the characters just choose a random action every 1-2 secs, though when they move, they will also move in a direction of one of the anibuns (though they usually move past). I think strategy of using guard is probably the most straightforward one as of now.
For the camera, I did experiment with it zoomed out more, but decided to keep it to add to the frantic-ness, though yeah could use better look-ahead. The stun currently does not provide invincibility, so it is possible to get overwhelmed and the wisps can lock up a character until they cry (or even after they cry haha).
As for the design, the intent was more for a feeling of "making it through" versus "winning," but this was my first attempt at making a strategy-like game with several things to balance, so wasn't sure how much I was going to get through as there were a lot of interacting systems that wasn't sure would work out. At first I wanted it so you had to depend on the other characters to survive, but I didn't really plan for making a full fledged AI so instead let you control the different characters with simple AI, so I'm glad you made it out! Thanks!