For me, these issues apply when using a gamepad.
I appreciate that you added a “toggle run” option, but in practice, it just doesn’t feel right. On paper, it sounds like a nice quality-of-life feature, but in actual gameplay, it becomes a frustrating workaround to a deeper design issue.
Here’s the core problem: with toggle run enabled, you can walk by gently pushing the stick forward, but if you try to attack while doing so, the game will always interpret it as a sprint attack - even if you’re barely moving the stick. This makes performing charge attacks extremely awkward, since the system reads your intention wrong. Your options become: 1) turn off toggle sprint every time you enter combat, or 2) stand still like a statue to avoid accidental sprint attacks. Neither is good.
But this is just a symptom of a larger issue: why is walking even the default movement mode in a game like this? And it’s not just slow - it’s painfully slow. There is almost no situation where I would ever choose to walk, unless I’m on a tight beam or trying to avoid detection (in both cases I will always use the sneak function anyway). In a fast-paced ARPG that’s built around exploration, combat, and momentum, walking just kills the flow. It feels like a holdover from a different genre or a legacy system that doesn’t belong.
Some suggestions:
- Make running the default movement mode, and flesh out the “bugs” mentioned.
- Remove walking entirely or bind it to a modifier key/button if it’s truly necessary in rare edge cases.
- Clean up the attack input logic when using movement toggles - attacking while walking should never trigger a sprint attack regardless.
- If I toggle run on, it should automatically turn off when I stop moving. That way I need to press it each time I want to run, which gives better control.
Right now, the system feels like it’s fighting the player’s intentions instead of responding to them. It feels untested, because I can’t even consider these issues bugs. Movement and combat should feel fluid and responsive, not like you’re managing toggles and tiptoeing around input quirks.
Not being able to auto-run is what made me instantly quit playing on launch, and now it’s happening again.