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the thing with variable attack windups leading into zero visible tell is strange because it was in Elden Ring, but nobody with a brain liked it there so I don't know why they'd copy it except that it's easy to not have to animate things lol
I think the parrying window could be a tad more lenient, i cant say much about the dodge at the moment since you can actually upgrade it (sadly only after killing the third and final boss of the demo...)
I mainly needs more polish, another suggestion is that the game should market more the Parrying and Blocking cause most souls players which lets be real, are the main audience this game appeals to, will likely try to rely on dodge like in Dark Souls, Elden Ring and even Bloodborne, which is not reliable, its clear this game is closer to Sekiro, focused far more on parrying and blocking as youre main means of defense.
I also noticed that dodging could be a tad annoying due to enemy's hitboxes blocking you, i primarily noticed this with the final boss, where i would get stuck on his arms, causing me to get hit by his aoe.
Other more random suggestions:
The Stamina Bar should be brighter, its too dark in color, its hard to pay attention to it while focusing on combat.
Anyway, this game definitely has potential to be an incredible Souls Game, but it needs some polish.