We were pretty impressed by the creativity and work behind this game. "Someone put a lot of care into this game," we said to each other. We played through twice and didn't notice a repeating background.
But, the gameplay didn't quite come together for us. I think this stemmed from not having clear enough feedback.
Specifically, we had trouble because this information wasn't clear:
When is a character preparing for an attack.
What attack is the character preparing for.
When an attack succeeds.
When an attack fails.
How far along is an attack?
When will this attack hit?
I loaded the game up and played alone and all these things are presented. However, when we played as a group on a couch in front of a TV, we had trouble.
Without knowing the animations for every character, it's difficult to tell if they are attacking high/low or just ducking. Having such a creative, varied and large cast of characters actually makes this aspect of the gameplay that much harder!
It seemed more intuitive to us to have duck/jump be switched on the keyboard, so the "attack high" is next to the "block high." (Even though it's dodges here, not blocks). But maybe that was just us.
Anyway, reminds me of Sid Meier's original Pirates!
I had trouble "reading" the animations in that game too so maybe I'm just weird.
The invetory screen was great. Perfect example of the obvious care that went into this game. Thanks for sharing the game with us!