Choppy combos, then fixes
Testers said combos felt choppy and hits lacked impact. The studio reworked transitions and VFX trails.

Three rounds of feedback, three fixes
By July 2026 Watt Studio had run playtests and released gameplay clips. The feedback post from 8 July gathers the three complaints they heard most.
| Complaint | What they changed |
|---|---|
| Combo animations felt choppy | Smoother transitions between strikes |
| Ballet movement risked repetition | Expanded moveset |
| Hits lacked impact | Reworked hit feel: sound, VFX, trails, camera |
That third row is the interesting one. They did not just tweak animation. Sound design, visual effects, weapon trails, hit flashes, and camera work were studied together, because impact is not one thing.
First pass, arm-first
Here is a genuinely useful design detail. Their first pass chained three elements rigidly: the path of Tsarevna's arm through a balletic port de bras drove the movement of her levitating sword, and the sword's position generated the VFX trail.
It worked, and it looked constrained. The trail was a slave to the weapon's geometry.
What replaced the chain
After studying other games they broke the chain. The trail does not have to mirror the weapon frame by frame. It can be a cleaner, more legible arc.
The reference is named outright: Bayonetta 3. Cereza moves in a dance-like style with wide limbs and a lot of secondary motion that could hide the actual attack. That game solves it with a high-contrast trail that reads as a distinct shape rather than an accurate one.
The trade they chose: readability over physical accuracy.
Locomotion got reworked too
Alongside combat they reworked general movement: starts, stops, landings, and other transitional states, with better animation blending.
On a character whose whole pitch is how she moves, the gaps between actions are as visible as the actions.
Two months before that
An earlier post from 15 May 2026 is short and blunt. After a gameplay video, the studio agreed with commenters that the animations did not yet look the way a combat ballet hack-and-slash should. They said the work was already underway: movement fluidity, attack transitions, hit weight, choreography.
Two months later, the July post is the progress report. That sequence is why this page exists, and why it is dated.
Evidence stops here
No before-and-after numbers, no release date for the demo, no claim that the work is finished. The studio calls the results work in progress.
The stance system they were building alongside this is here. The enemy mix those animations have to read against is the four enemies.

