What did I change from the announcement demo?

The main thing people said when playing the demo is "How do I know when the enemies are going to attack?". The initial idea was just to observe the enemies and gauge all their Wait speeds and roughly work out how far though Casting they were, but that led to some frustration. So what did I do? I [b]counted down the enemy Cast Time[/b]! You'll still need to gauge their Wait speed but if you and them are casting at the same time, you'll know exactly the time to beat. I was a bit skeptical of this at first, thinking it'd make the game too easy but playing with it, it's been good. Hopefully it has the secondary fix of "How do I know the enemy's Cast Time?" and "What's that number in front of the enemy?" [img]{STEAM_CLAN_IMAGE}/42883585/104fd9f64b119d0d3c72f5e11662a17c010b8a40.gif[/img] [img]{STEAM_CLAN_IMAGE}/42883585/4f92981e55a692a9038479028be204b9e8a8eff5.gif[/img] It gives you two styles of playing; the observational one, where you are having to gauge an enemy's Wait time to land a Break, and the Cast Time race where it's about making the best of the cards you have, to win the race. [img]{STEAM_CLAN_IMAGE}/42883585/6914f75680aee133b8caf48c034b201825d3c456.jpg[/img] Outside of the feedback I've laid all the groundwork for all 3 characters. Each of them has their ability and around 30 unique cards, though Dina is the only one to have pictures on them. Speaking of, she has 9 new cards to find. Some of them focusing around Sleep which stops an enemy moving on the Time Bar, it's basically a Super Slow! Landing Sleep on a Casting enemy will give you all the time in the world to Break them. All the other Status Effects are implemented too. It all feels very organised this time around compared to Fuzz Force: Spook Squad. I've certainly learned from my mistakes. Now it just comes down to making new areas, enemies and card art. It's just a lotta content to do now. Why not drop a wishlist if you haven't already? https://store.steampowered.com/app/1999660/Cardterrupters/