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Here are my feedbacks on your... feedback?:
- Indeed the demo is quite long at the very beginning. It's kinda hard to reduce it at this point, but as the rest of the game is pretty heavy and actionful.
- As surprising as it can sounds, I never ran out of special ammos before getting the rifle. I'll have a few tries to test how to feels and adjust accordingly
- I've added this weekend an option to lower the camera shake intensity, and also completely removed it during the walk/run xD
- I've noted to also reduce the the special weapon effect on screen :)
- Could you describe a little bit more the feeling of the combat thing that is missing? I'm not quite sure to understand. If you have any idea about how I could improve it, I'll be glad to give it a try
- You can reduce the aim-assist in the settings
- Characters evolve along the story, but I feel like you're looking for something more serious or darker. Akimbot aims to be light and soft, with a touch of darkness. Tho, the game gets way darker as the story goes.
If you feel like talking a little bit more about how the combat could be improved for the release, I think it would be easier to chat on the Discord server. Please, come around :) ( https://discord.gg/xJkqtMhg )
I guess what I had in my mind was this game was more inspired by Ratchet and Clank instead of Jak and Daxter (since funny enough, I discovered this game a couple of weeks ago on a forum when discussing about R&C), and I had the mindset that the gameplay was similar to that going in. J&D did not have any additional mobility moves other than jumping and the dash during combat, so it makes sense that Akimbot wouldn't have it as well.
But, when in combat, one of the main thoughts when I was in combat in the demo was that I was that if there was a button to do a quick side-step, akin to something like the "phantom dash" in the newest R&C game, or the equivalent of rolling in a souls game; something that you can time well against an oncoming projectile or attack to negate it- something that adds to the gameplay loop of combat to make it feel more dynamic, instead of holding down the shoot button and jumping constantly.
This may be a non-issue, as I was expecting something inspired by R&C and not J&D, where the protagonist was more about light-hearted quips and jokes, and was not expecting the Stern and uncharitable personality of Exe- which matches the more serious tone of Jak in the later games.
This was most noticeable on the laser cannon/purple special weapon. I did not have the issue as much with other weapons. (I used up some of the ammo on the NPC bots first time around, as I thought they were a means of testing out your special weapon & that special ammo was given through breaking boxes, akin to R&C, and that led to being fairly low on special ammo for the next couple of fights)