Hello Nate,
Thanks for the feedback, it's the main reason why we released this version, to improve the game!
About your points:
Jumping: Yes, since the game is about olympic boxing, that is a movement limitation. Fighters won't jump.
Walking in and out, is a defense and an attack move. If you walk towards the enemy and press any attack, you will perform an extra step that brakes your distante from him. We are studying a way to improve that, with an addition of a double tap move in the walking button, maybe a run in and out or a sprint. And a swith sides button. This last one will be tricky.
Going toe to toe: In the first version of the game we left the attacker open to be simultaneously attacked. But after some feedbacks we decided to give the attacker the hability to punish without getting attacked. What the adversary could do is to block and than attack back between the attackers punches. He also can counter, dodge or turn on the current special (which is also a dodge move).
Its a good idea to make backing up even more beneficial. :yes:
There is a difference between attacks, some are heavier than others. Also punching the torso of the opponent makes his stamina drain faster, he could blackout and that gives him damage when falling ou become dizzy and vulnerable for a whyle.
We will make that more visual evident in the future, also there will be a tutorial that teaches the player those things. But not all of them , we belive discovery is part of the experience!
It looks like you have some hit stop, are there decisions I can make during that time?
Yes, you could block and reverse, dodge or counter the attacks.
You have knock downs, is there a wake up game?
There is a K.O. if you stamina runs out, that is bad as i said , you loose health. But is not a simulation, the fighter comes back up and the fight continues.
Can you describe what yomi (rock/paper/scissors) you have?
The yomi is basically timing, Walking as you observed is a good tool, and we will improve that. Also countering and blocking in the right timing. Now we are in the stages of creating the final moves. I might make the first move of every sequence more predictable and slower, giving the opportunity for a response.