Sir, about "Unbreakable Weapons", could you remove the limitation where held weapons disappear after being dropped twice? This change would allow less skilled players the chance to use their favorite weapons throughout the entire game.
Haha, some character reviews:
——2 Axel / 3 Axel:
The running attack is unparalleled in excellence, it has significant forward movement, long attack range, high hit count, and damage, even allows follow-ups on downed enemies, and without any resource cost. Axel's ground special move is also exceptionally useful, when using Axel, the only thing to be cautious is to avoid pressing the directional keys while activating the special moves.
——2 Blaze / 3 Blaze:
The beauty's skill is tough for my hands, which I regret. But for players with good control, her abilities are incredibly satisfying.
——1 Adam (? maybe 3 Adam):
The updated sprites look so nice. Adam's attack rhythm is quite unique, the third basic attack causes significant enemy stun, the fourth sends enemies flying with a powerful kick. Uh... His three-star move, looks lack impact.
——2 Max:
Steady, reliable, and satisfying in attack feedback—ideal for players who enjoy slow-paced, powerful characters. As long as you use Max's ground special skill well, it's hard to die. However, overreliance on his aerial special move might lead to frequent deaths.
——2 Super Max:
Some moves are changed, offering a different kind of attack feedback, but the overall experience remains steady, reliable, and satisfying.
——2 Skate / 3 Skate:
I can’t manage this agile boy well at all, his color palettes look all fantastic.
——3 Zan:
His normal attacks have an absurdly long long range, essentially acting like "eight-hit combo," with massive damage to boot. His running attack is fantastic, with a wide range and forward movement, making it incredibly effective.The regular three-star move fires long range energy blast, but the hitbox only starts from his hand's edge ( I misspoke, it starts at the wrist joint. This move easy to miss nearby enemies. ) , with a slow startup that makes it hard to combo from other attacks ( more easily if enemies bounces off walls). When holding a weapon, his three-star move changes to throwing an energy bowling ball, which is fun and has a tracking effect, it's great for disrupting the invincibility frames of a boss during their wake-up. But its duration is short, ( at lower difficulty levels, since enemies move less, ) can only hit one enemy, and ( if it doesn’t hit the enemy in the first place, ) deals very low damage.