@maxr00 Thanks for the feedback! For sure, tightening the feedback loop for combat is top on my priority list when it comes to revisions I hope to make. I'm also planning on pulling the camera back some to make it 3rd-person-perspective, so that should also help register actions.
@bmacintosh Thanks for the feedback! I completely agree. Spent far too long working out some enemy pack-hunting AI that I neglected the actual damage-dealing aspect a little too much. Should be more fair in the next patch, sometime this next weekend. Also, using your fists deals slightly less damage, but consumes significantly less stamina. [EDIT: Just verified that this is not the case in the current version. Oop!] The floors didn't really encourage using anything other than the sword, but I imagine developing further to create scenarios where the player may want to punch enemies instead of using the sword to conserve stamina for running away (or using a dodge, which didn't make the first cut).
@full-wash-and-set Thanks for the feedback! That's definitely part of the mood I'm going for. I liked seeing the whole horde of skele-bois crowding around you towards the bottom floors, and want to leverage the thrill of mowing them down in future updates. I may add a beefier, deadlier enemy to contrast the weaker skeletons & manipulate the flow. To your specific pts: 1) For sure, valid point. There are, basically, just collision boxes on each enemies hand that, if the player collides with/touches them, they are dealt damage. Admittedly not the best setup for an action game trying to keep the player pushing forward, and something that will be amended in the next patch. 2) I'll have to make some other revisions that polish gameplay before I decide if taking stamina out is the right move, since (see above) there were originally plans to flesh out the punching & add a dodge. But it would definitely feed into the rushing-thru-the-dungeon vibe it currently has going for it. 3) Yeah, enemies were all spawned towards the back of their respective rooms, but their AI is set to have them walk towards the player. So, by the time the player reaches the door, the skeletons are already at the front. My way around this will be to only allow the skeletons to chase the player if they are within a certain distance in their line of sight.