Hey there! [h2]The demo is going to be available for one more week after the festival![/h2] First of all, thanks to all who have already played the game and for all the comments, suggestions, and feedback! I'm so grateful for this chance to show my game and get some extra motivations after two years of hard work from the original prototype! I really want to keep this demo for a bit longer to give a chance for more people to try it and get some more feedback to make the game better! So if you missed the festival, I got you covered : ) [h3]Why not leave the demo until the full release?[/h3] Shady Knight is still in development and the current demo doesn't fully represent the future project. If the demo stays up to the full release the game will be judged based on the available version and for things that have been already improved or drastically changed in a full game. It's impossible for me to update the demo along with the core development, so I hope you can understand why it's not an easy decision. [h3]Why the demo is so easy?[/h3] Yeah, my goal for this particular demo was to show the base mechanics and introduce you to the game's flow with all the kicking, slashing and jumping. Later in the game, you will encounter enemies that can't be easily kicked or can dodge your attacks and even block some of your strikes. Simple LMB spamming won't be an effective strategy for a long, so you'd be glad to have some poor spiders and deadmen for practice. [h3]What about a procedural generation or RPG elements?[/h3] Sorry, my game is about completely freestyle open-combat where all the abilities are available from the very beginning and you're mastering them running trough handcrafted towers filled with challenges and new situations. [h3]More creatures to fight and ways to deal with them[/h3] Swordsmen, archers, big heavy knights will force you to think about what to do and where to go, those guys are the real pushers. If some mechanics seems to be overpowered it's just because I want to balance them not by limitations but instead with the enemies that can bring a decent resistance. Though your arsenal of moves will be much diverse with the bow. You'll be able to set your arrows on fire with torches and brazers, use special jumper arrows for more advanced platforming and more as well as there's going to be much more contextual moves like deflecting projectiles with your sword and environmental traps to push the chaos and brutality of the fights higher! Wishlist the game and check out my [url=https://twitter.com/cptnsigh]twitter[/url] for some sneak peeks from my dev process and more clips from the game. Cheers! Alexey 'cptnsigh'