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Indeed, there's a lot of fine-tuning and clarification to be done on the combat system. Plus, we wanted to add a different QTE for each soda. We have to change a lot of things, and I've often been told it's a bit hard.
I also think that the staging needs to be better defined, and players need to be told that it's more important to click on all the hearts and make perfects from time to time than to try to make perfects everytime.
Thanks for your feedback, will look into it!
I felt that way during the first few tries, but I did get the hang of it with practice. As in, give it three to six tries. Sure, I'm still missing some hearts, and the timing to the music feels sketchy sometimes (that could use tweaking?), but I'm doing fairly well.
I think the game needs to teach me more about how the END of battles work. I understand that filling up the meter on the right triggers a climax button you can click. When I did that, I'm supposed to mash click, right? Well, I did, and every time I do that, the game ends after just a couple clicks. Also, what exactly is Knockout? I guess that's a win state? I've seen that happen both with and without climax, and I never know what I did to make it happen. Confusing.
We took our inspiration mainly from the mini-games in Criminal Girls: Invite Only, But we still have a lot of work to do to make it all fit together.
I also notice that you get punished for clicking even a hair late, but it's rather forgiving if you click early.
Anyway, feedback on mouse scrolling: this mechanic makes it impossible on a laptop game with only a touchpad (or maybe someone could do it but scrolling and clicking sounds horrible. I dislike how games assume that everyone plays with a mouse because it limits what I can do, and some games are simply unplayable. Good to know this will be one of them, at least as currently designed.
For the scroll mouse, we'll try to add some accessibility options, like scrolling with keyboard keys or something else. It's true that we didn't think much about this kind of feature for the demo, but we'll take note!