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thank you very much for your detailed feedback! It helps us a lot in this phase, so please keep it coming!
I will not go into much detail here, just because we're completely refactoring how ranged combat works. We listened to players' feedback and combat is now waaay smoother (you're not locked in place anymore). The change has not been pushed live yet because it needs some more animation polishing/testing, but stay assured that it's coming really soon! Once you test it out, please let us know how it feels for you.
Noted! We already make the radius bigger, and making it even bigger is an easy task. About the gathering tentacle: your suggestion is really interesting, we'll see what we can do about it. Stay tuned!
Again, very interesting take on the subject, though we were thinking more about a specific mechanic that will help you out with this. I will not spoil it here just because it's only an idea at the moment. We'll see!
This is in our top-prority list, though probably it's not going to come for this demo. We'll make sure to have it at launch! In the meantime, if you have a specific suggestion for default controls, we're listening! We know everyone has their own preferences, but maybe we missed something really big and generic.
We got this (camera rotation with MMB) from similar games (IIRC, V Rising does this). This should be fixed with controls rebinding, you'll be able to use whatever you feel more comfortable with.
Building is another thing that is a good candidate to be heavily refactored, though I cannot say much at this stage.
More feedback when getting hit (player): agree!
About the hit-boxes, that's weird, since they're quite standard. If you want, feel free to hop into our Discord server, I can show a few pics of what they look like and maybe we can understand better what's the problem.
The vomit guy: yeah, it snaps (and shouldn't!).
About everything else, probably it's not clear how it all works (and thus should be explained better).
Interesting, we'll think this out.
Yes, this can be quite confusing, but no need to stress out: the game is made so you cannot really miss anything, ever (if it happens, it's a bug and we want to know!). For example, if it says "find this at a Cave", stay assured that you will find that at a Cave, no matter which Cave it is. Levels are procedurally generated, so there are set rules that drive how things get spawned, where, when, etc.
You cannot "turn" the RailGod around, but you will be able to switch railways (if you noticed, there are Yellow and Red railway in the overworld map). This is something not available in the demo, but will be very pivotal in the full game.
Oh, believe me, you will not be disappointed with the armors/outfits
Thank you very much for such a detailed feedback, we'll definitely use it to improve the game.
Best,
-- Troglobytes