After having received your unexpected message regarding RE : Ebola 2, since you forgot to put a direct link, I had to visit your profile and by doing so I saw this installment as a 2019 publication. Figuring if it was anything like the other stuff by you I have experienced, it would most certainly be short, perhaps sweet.
That on top of being a bit bored and "lol easy medals" made me check this out and while I appreciate the recap and training stage (the latter should give you the medal for doing all combos, not just possibly standing there doing nothing for a pre-determined amount of time), I couldn't care less about the story itself. Heck it's once thing that the previous entry was released 6 years ago (holy shit man) but being immersed is another beast entirely.
That said, I'm mostly judging this project for it's gameplay and..well...it's a short experience as expected, which I do not find to be a bad thing inherently.
However the combat still is very wonky with odd hitboxes, janky animations depending on how fast you "mash dem buttons" and an evade move which serves more as a "fast travel" utility than an actual evade as enemies can still easily damage you as you pass them using it.
The whole aspect of "combos" is, as harsh as it may sound, completely pointless, as there is no actual combo system to speak of in the first place and if anything it points out how wonky combat can really be. That combined with the fact neither the player character nor enemies have hitstun, only incentives the player to do whatever does the most damage the fastest or makes them take the least damage (looking at you jump attack).
So in regards to that I would suggest in the future you either
- include "hitstun" animations and/or an actual combo system that can tie into medals (a ranking system like I believe you may have done in Episode 2 if memory serves correctly)
- or turn any instance of combat into an actual RPG fight, which would make combat feel more immersive but also give you more options as a creator when you are not stuck to a 2D platforming plane. I mean heck, among many of your other works, this IS classified as an "RPG" despite not having any actual (noticeable at least) mechanics inherent to the genre, is it not?
Another "issue" I had with the flow of combat on "huge horizontal maps" is that I regularly had to wait for enemies to show up and that depending on your positioning, they could damage you from off-screen without you being able to return the favour.
Also explain to me how in the Evil Ryu fight, you have to avoid the Jet's Engine Flares but Ryu just stands there doing nothing, unfazed?
I jest, but if you think about it from your story's realistic perspective, it makes no sense especially considering in the fight with the "SA2 Boss" Hovering Mech (amazing name bro), your ally is shown to put in an effort avoiding EVERY attack it dishes out.
Anyhoo I'm off to Ebola 2. See you there.