- Making every boss immune to every status effect is silly. High resistance, sure. But then provide equipment that allows the player to penetrate the resistance. You know, using actual strategy.
- An option to deactivate the voice overs, and to skip city transitions, would be great.
- An indication of what enemy skills do when they're used (or the ability to hover over an enemy with an aura and see a description) would be useful. A lot of times skills are being used and I have no sense of what they do, or how to counter them.
Thanks for the feedback, however let me make this point. Making bosses not immune to CC spells with a bard with speed up and even with the chance of making the boss more permeable to CC with equipment will make than a team of a bard and any other CC character able to "stun lock" even fast bosses. (and just imagine slow bosses) .
Thanks again for the feedback :D
Some hatin' going on for reasons I can't fathom! Nice job. Responsive, with good fluidity and nice hit boxes. The character feels potent without being ridiculously over-powered. The delay time to lift-off on jumps feels a little slow. Boss fight felt intense - but once I realized I could air juggle him it was a piece of cake. I'd advise making them too "heavy" to air juggle to up the difficulty of those encounters.
Perhaps you could add an upgrade that boosts character movement speed?
Thanks for the feedback, however let me make this point. Making bosses not immune to CC spells with a bard with speed up and even with the chance of making the boss more permeable to CC with equipment will make than a team of a bard and any other CC character able to "stun lock" even fast bosses. (and just imagine slow bosses) . Thanks again for the feedback :D