Needs more polish but this is a solid direction so far, everything in the game *feels* good

seen from Malaysia

seen from Malaysia
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seen from United Kingdom
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seen from United States
seen from United States

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seen from United States
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seen from United Kingdom

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Needs more polish but this is a solid direction so far, everything in the game *feels* good
A violent dance. A ballet of blades.
Switching all the enemies to the new animation system (once again, fuck mecanim, all my homies hate mecanim) and also just messing around.
"Kuro"
Hitting enemies into the air makes them completely vulnerable, letting you use slashes they resist, to set up devastating combos.
Even if an enemy resists a slash direction (which means they won't get stunned or flinch), it still counts towards your combo, and has minimal penalty beyond reducing your slash speed slightly and not gaining you much heat (you get 1%), if you can find ways to keep it occupied while you set up, you can hit any enemy with any combo even in bad matchups. There's lots of quirks and strategies hidden in this combat system, the real challenge isn't making an interesting system (that's just trial and error) it's communicating it in a way that's fun. I haven't had any bad feedback on the demo, so I guess I'm on the right track...? But there's still much to do. I... didn't mean to write so much...
Ryōiki Tenkai
A nice combination of Screen Space effects, the Visual Effect Graph, and general shader stuff.
UI for the camp area, slice animation for when you press a button is pretty sick, the entire button (sans text) is one shader on a quad.
"GOD SPIKE"