>>724622560
That's basically how I felt from the demo so I'm glad for confirmation that the rest of the game is similar. It's frustrating because on paper I can understand what they are trying to do – make a more mechanically diverse version of GV3 that isn't just about arc chaining – but it feels like they got as far as gimping the arc chain and making it feel like shit to use, adding more aggressive (desu kind of sloppily designed, visually difficult to read) enemy types, then threw their hands up and said "job done!" The closest they came to an interesting mechanic is the directional cutting.

What they needed imo is more rounded player abilities (projectiles would be nice because they allow you to always be doing something) and enemies with projectiles and zoning capabilities to make teleporting useful as part of a mixed toolset. And a nicer teleport with some hitstop on it and more visual flair. But the demo just felt like what GV3 detractors claim about that game, that it's just arc chain spam