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Just some thoughts.
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Seishisha
The demo gives me big Severance Blade of Darkness vibes, with the directional attacks, exploration, eating for health and so on, the level flow is decently paced and enemy encounters seem just about right, though perhaps a little on the easy side, the final boss was a reasonable challenge and the only time I felt pressured to drink an elixir during a fight.

It can be a little awkward to collect items close to the save shrine, often the save game prompt shows up while trying to collect items. Not a big deal, moving the camera a bit made collection possible, though I might suggest adding a button to swap context to pick up or save when close to both.

Movement feels a little lacking without the ability to jump, platforming to hidden areas could make the levels more interesting. The default walk speed is a little slow, maybe consider increasing it.

I thought I'd been very thorough while exploring but couldn't find the armoury key at all, I did find the hidden wine stash while climbing though, I'd love to see more elements like that as the game develops, exploration should be fun and rewarding too, if there had been a hidden weapon or something of equal value or interest to the player it would have been perfect.

After defeating the boss at the end, I did a little more exploration and immediately got stuck on the beach, my inability to climb up a shin high wall put a stop to my adventure.

Despite quite a lot of enemies facing away. there is no real way to ambush them effectively, as soon as you hit them they are instantly aware and recover, I noticed some small goblin type enemies could be knocked over in combat, perhaps attacking from behind should be similar and knock down or daze an enemy. The ability to actively shove enemies off ledges would be a neat addition.

Chaining attacks is quite a fun mechanic but the enemies always seem to step out of reach very quickly, at most two or three chains will actually connect before they are no longer close enough to hit. Perhaps there should be a small amount of forward motion baked into attacks, so that the player steps in as they swing, this is a pretty common concept in martial arts and allows you to deliver more power as you attack.

Some sort of charge up or power attack would be a great addition.

Stagger on weapons either weak or strong, I honestly could not tell the difference, enemies recover pretty much instantly after being hit and very often counter with their own back step strike. This needs to be addressed or simply removed because currently strong or weak stagger seems to be irrelevant.

Parrying versus dodging, there doesn't really seem to be an incentive to use one over another, I'd say dodging feels more useful especially against groups of enemies, parrying was always the last thing I felt was needed to win any encounter, including the final boss.

Overall this is a solid little demo and will definitely appeal to fans of older action games like Severance and Rune, though it might feel a little clunky or dated to a modern audience.

Thanks for reading, I wish you the best of luck with continuing development.
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