Hi, Franck! Thanks for playing Kernel Hearts and to take your time for writing all this valuable feedback! I'm the combat designer of Ephemera and would love to discuss about mechanics with you.
It is true that there are some lack of explanation with some mechanics due to our lack of manpower and time so I will proceed to explain some stuff that may cause some confusion. I will use the following terms
- LA = Light Attack
- HA = Heavy Attack
The existence of light and heavy attacks are in the first place to give access to different moves depending on the order. As an example, Fernet's HA > LA gives you a powerful attack that can be used to charge mana very quickly. Spika's LA > HA > LA will provide an area attack around Spika for crowd control.
Another purpose for the Heavy Attacks is bonus damage against shield attacks. Though they might not be powerful, they are very good to attack enemies with high amount of shields that you want to prioritize first.
Regarding the dodge the first thing that I want to address is that we managed to improve how it feels and now it behaves as we expect. The main problem of the dodge is that the movement of the character is so fast that it can be quite tricky to dodge something in the direction you expect, specially considering all the enemies and projectiles around the combat zones. I'm glad to say the we finally managed to improve the dodge system and now it will feel much consistent when it comes to timing so players will find their proper reward (perfect dodges) in a more consistent way. With or without lock-on, the dodge will feel MUCH, MUCH better than how the current demo's dodge.
The last point I want to talk about is how the attacks are not dodge cancellable. This is by design. The game provides many tools in order to avoid damage. Being able to dodge everything by reaction will trivialize pretty much all the combat mechanics. Think about this: Instead of reacting an enemy that will attack you, try to change your position in order to prevent such attack in the first place. In Kernel Hearts positioning is going to be much important than reaction.
However, there is a way to cancel your attacks. If you've played Bayonetta, this will feel familiar to you. #❤️kernel-hearts❤️ message
Basically, you can cancel your normal attacks by using your spells. Depending the spell it can be used for offensive or defensive purposes. This again is not very well explained in the game I'm afraid, so that is on us.
I would like to know your experience with Fernet and Spika. Which character do you like more and why?
Could you mention some aspects of the combat that you find homogeneous? We would like to see if we can find something that could help differentiate more the purpose of light and heavy attacks.